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Lord Tranorix
08-09-2004, 10:48 AM
IMPORTANT: This thread is not for asking questions. If you have a question whose answer isn't in this post (or other posts in the thread), then you make a new topic. If you have a correction to make, you'd better have some concrete proof, because otherwise you'll look like an idiot.


READ THESE BEFORE ANYTHING ELSE

The Golden Rule: Don't answer a question unless you're 100% sure you're correct. Don't ask a question unless you have THOROUGHLY read both this sticky and checked http://www.upperdeckentertainment.com/yugioh/en/faq_specific02.aspx

The Silver Rule: Every time you ask about Woodland Sprite and Butterfly Dagger - Elma, a kitten dies. Think of the kittens.

The Crimson Rule: Every time you ask about Amplifier and how it interacts with Imperial Order, two kittens die.

The Pale Turquoise Rule: Last Turn + Jowgen the Spiritualist IS legal. Every time you question this combo's legality, THREE kittens die.

The Orange Rule: Every time you ask whether Sakuretsu Armor destroys the monster before the attack goes through, you kill four kittens. FOUR. That's a lot of kittens!

The Magenta Rule: Tokens can never be face-down. You can't activate Book of Moon and target a Token. You can't target a Token with Tsukuyomi's effect. And if you try to, or you ask what happens when you do, you will kill FIVE kittens. Tokens CAN, however, be equipped to Thousand-Eyes Restrict! So stop asking that! Please!

The Cyan Rule: If you Snatch Steal a monster, then someone plays Giant Trunade, that monster will return to your opponent! And every time you ask whether you get to keep it...well, I've lost count of how many kittens will die; but it'll be a LOT of them.

The Brown Rule: Everytime you ask if you can chain to a summon, Chain to an attack, or can I Call Of The Haunted Jinzo? Infinity kittens die! (Yes Call Of The Hauntied Jinzo works).

The Blue Rule: Everytime you ask if I can call priority with this ignition or trigger effect without reading this sticky first....lets just say a ton of kittens and cats die.

The Waboku Rule: "Waboku"'s text is now very clear concerning what it does. If you ask a question about "Waboku" and whether or not your monsters are protected at this point, I think -- now don't quote me on this -- that kittens will cease to exist. You don't want that, do you?

GENERAL GAMEPLAY FAQ

PRIORITY

At this current point, priority has not been completely defined. There are, however, several concrete rulings regarding priority. This is how things work right now. It may change later and it might not; but for now, this is 100% correct!

Some basics:

*Priority essentially gives the turn player the right to activate an Ignition Effect after summoning a monster BEFORE his opponent is allowed to activate a Spell Speed 2 card in response to that summon.

*Summoning includes Normal Summoning, Flip Summoning, and Special Summoning.

*If I summon Tribe-Infecting Virus (or ANY monster with an Ignition Effect, including BLS-EotB, Cannon Soldier and Exiled Force), I am allowed to activate his effect and discard a card before my opponent can play Trap Hole (or Ring of Destruction, or Torrential Tribute, or Bottomless Trap Hole, or Enemy Controller, etc). He can chain Trap Hole to my activating this effect, however, in which case T-Virus will die, followed by the monsters he was about to kill.

If my opponent were to activate, say, Book of Moon, the same thing would basically happen. First, Virus would be flipped face-down. Then the monsters he was killing would be destroyed.

Bear in mind that you do NOT chain your monster's effect to the Trap! Ignition Effects are Spell Speed 1; you can't chain them. You are activating them before your opponent is permitted to activate his card in the first place.

If your opponent activates a card without giving you a chance to declare that you're using priority, that's his error and you can call him on it.

Some monsters that cause confusion:

Mobius the Frost Monarch: This monster does not have an Ignition Effect. It has a Trigger Effect. The rules of priority don't apply, though the resulting situation (in this case) is very similar.

Breaker the Magical Warrior: Breaker has a Trigger Effect of placing the counter on him when he's summoned. This means that you do NOT have priority to remove his counter and destroy a Spell/Trap.

Exiled Force: Because he sends himself to the Graveyard as a cost, your opponent can't chain to the activation of his effect with Ring of Destruction or Book of Moon if he intends to target Exiled Force (as he's no longer on the field by the time it's legal for your opponent to activate that card).

Some examples:

1) Player A summons Tribe-Infecting Virus. He declares that he is activating T-Virus's effect and he discards a card, calling Dragon.
Player B activates Bottomless Trap Hole in response to the activation of T-Virus's effect.

Result: Player B's Bottomless Trap Hole removes T-Virus from the game. T-Virus's effect destroys all Dragons on the field.


2) Player A summons Exiled Force.
Player B asks player A whether he is using Exiled Force's effect immediately, and Player A says no.
Player B activates Trap Hole.

Result: Exiled Force dies. Player A may NOT activate Exiled Force's effect.


3) Player A summons Breaker the Magical Warrior. Breaker's Trigger Effect activates.
Player B chains to the activation of this effect, targeting Breaker with Ring of Destruction.

Result: Breaker is destroyed and each player takes 1600 damage, as Breaker never finished receiving his counter.


4) Player A tributes a monster to summon Mobius the Frost Monarch. Mobius's effect is a Trigger Effect and it activates immediately, allowing Player A to choose 0, 1, or 2 Spells/Traps to destroy. He targets Player B's face-down Ring of Destruction and face-up Swords of Revealing Light.
Player B chains Ring of Destruction.

Result: Ring destroys Mobius and each player takes 2400 damage. Ring and Swords are both destroyed.



RULINGS FOR SPECIFIC CARDS

HAND OF NEPHTHYS

1) The Hand of Nephthys's effect requires a total of two monsters to be tributed, and one of them MUST be the Hand of Nephthys.

2) Even if the Sacred Phoenix of Nephthys is being special summoned from the hand by the effect of the Hand of Nephthys, it is still considered a Special Summon. As such, token monsters (such as from Scapegoat) can be tributed as part of the cost.

SOUL EXCHANGE

1) Soul exchange creates a condition whereby after you play the card, you may offer one of your opponent's monsters as a tribute at some point during the turn. You do NOT need to tribute a monster right after you play Soul Exchange.

2) You may select a face-down monster for Soul Exchange.

3) You may use Soul Exchange in conjunction with Metamorphosis, Cannon Soldier, Enemy Controller, Hand of Nephthys, etc. You may also, of course, use it for a Tribute Summon.

4) UPDATE (http://lists.upperdeck.com/read/messages?id=5617): If you activated Soul Exchange targeting your opponent's monster, if
the monster is face-down, you cannot Tribute it as a cost for
Metamorphosis.

5) You can't play Soul Exchange if you've had a Battle Phase. You can't play Soul Exchange and then attack, ever.

6) You don't need a monster on your side of the field to play Soul Exchange.


THOUSAND-EYES RESTRICT

Effect Monster
Fusion (Relinquished + Thousand Eyes Idol)
DARK/Spellcaster: ATK = 0, DEF = 0, LV = 1As long as this card remains face-up on the field, other monsters cannot change their battle positions or attack. Select 1 monster on your opponent's side of the field and equip it to this card (this effect can only be used once per turn and you can only equip 1 monster at a time to this card). The ATK and DEF of this card become the same amounts as the monster equipped to this card. If this card is destroyed as a result of battle, the equipped monster is destroyed instead.

1) Thousand Eyes Restrict has no special restrictions on the way it can be summoned. You're allowed to bring this out by using Metamorphosis on a Level 1 Monster (and this INCLUDES Sheep Tokens [just not the same turn you play Scapegoat, for obvious reasons]); you're allowed to use Fusion Substitute Monsters; you're allowed to use the Dark - Hex-Sealed Fusion; you're even allowed to use Polymerization if (for some reason) that's what you want to do. However, the only way you'll ever be able to bring TER back to the field (through Premature Burial, etc.) is if you Fusion Summon it PROPERLY--that means with Polymerization and/or Fusion Gate ONLY.

2) When this card is summoned, you're allowed to activate his effect and choose a monster to absorb before your opponent can activate Ring of Destruction, etc. However, if your opponent chains such a card, Thousand Eyes Restrict will be dead BEFORE he actually absorbs the monster, and the monster you chose to absorb will remain on the field, unharmed.

3) Absorbing a face-down monster will still result in ATK and DEF of 0. They didn't change that.

4) You can't choose to get rid of one monster you have equipped just to equip another. You need to get rid of it some other way (either by having your TER lose a battle , by using MST on it, by having your opponent use MST on it, etc. Be creative).

5) That part about no other monsters' being able to change their battle positions refers to manual position changes only. Your opponent is still allowed to use Book of Moon, Book of Taiyou, Tsukuyomi's effect or Stealth Bird's effect that flips itself face-down. TER's effect DOES, however, prevent Flip Summons, as those count as manual position changes.

6) If your TER does battle equipped with an opponent's monster, and it would be destroyed by that battle, the equipped monster is destroyed instead; but UNLIKE RELINQUISHED, ONLY YOU WILL TAKE THE DAMAGE.

7) If TER is returned to your hand or deck by Compulsory Evacuation Device, etc., it will go back to the Fusion Deck. A Fusion Monster can never exist in the hand or deck.

8) If TER is destroyed and sent to the Graveyard, it will go to the Graveyard.

9) If TER is removed from play, it will be added to the removed from play pile (is there an official term for this yet?)

10) If TER has Jinzo equipped, Jinzo's effect of negating Traps is not applied because Jinzo is no longer considered a monster. The same goes for Spell Canceller, etc.

11) For some reason certain people seem to think that TER becomes the equip card on the monster, instead of the other way around. Well...it's the other way around. The MONSTER becomes the equip on TER.

12) No, you can't Special Summon this (or Relinquished, for that matter) with Apprentice Magician...

13) If there are two of these on the field, neither one can attack and neither one can change its battle position. (Credit to DMoChocolate)

14) If TER would be destroyed by something other than battle, he will be destroyed alongside whatever monster he had equipped. (Credit to DMoChocolate)

16) If you try to absorb Spirit Reaper with Thousand Eyes Restrict, it will work. Reaper's effect never gets a chance to kick in before he becomes an equip.

17) If a monster TER tries to absorb already has an equip of some sort, the equip will be destroyed when TER absorbs the monster. (Credit to Darkpaladin of Chaos)

18) TER will assimilate the ATK and DEF PRINTED on the monster--all powerups/powerdowns are disregarded. For a monster with ? for either its ATK or DEF value, TER will have 0 ATK/DEF. (Credit to Darkpaladin of Chaos)

19) If Skill Drain is activated when TER has a monster equipped, that equip will be destroyed and TER's ATK and DEF will return to 0/0. (Credit to Cantor Dust)

20) TER cannot absorb a monster whose control cannot be switched, such as Mataza the Zapper or Blindly Loyal Goblin.

21) If Sangan is equipped to TER and TER is destroyed, the owner of Sangan will still get its effect.


SACRED PHOENIX OF NEPHTHYS

1 - Destroyed means just that: DESTROYED. If this card is tributed, sent to the Graveyard, removed from play or discarded, it will NOT return. So if you sacrifice this for Cannon Soldier, it WON'T come back. If this goes to the Graveyard because of Chaos Emperor Dragon, it WON'T come back. If this is removed by D.D. Assailant, it WON'T come back. If this is discarded by Card Destruction, it WON'T come back. Bear in mind that even if it's destroyed and removed from play, it still can't return as it is removed from play.

2 - That, however, is not to say that this card can only be destroyed on the field. Cards CAN be destroyed while in the hand (by my count, in the English game, the only cards that can do this are Chain Destruction and Deck Devastation Virus, both of which, conveniently enough, can't destroy Nephthys anyway). So this one doesn't apply. Yet.

3 - You're allowed to tribute Sheep Tokens along with Hand of Nephthys to Special Summon Sacred Phoenix of Nephthys. Why? It's not a Tribute Summon; it's a Special Summon, and Sheep Tokens can only not be used for Tribute Summons (it's the same logic as with Toons).

4 - When this card is Special Summoned via its effect, you have to destroy all Spells and Traps. That's not optional.

5 - Likewise, when this card is destroyed by a card effect, you have to Special Summon it by its effect. That's also not optional.

6 - If Divine Wrath is chained to this card's effect of Special Summoning itself, Nephthys will NOT be Special Summoned by its effect that turn, nor will it in subsequent turns. That's because you can't destroy a card that's already in the Graveyard.

7 - Nephthys must be a monster for her effect to activate. So if she's destroyed while equipped to Thousand-Eyes Restrict, her effect won't work.


BOOK OF MOON AND SNATCH STEAL

So what happens with Book of Moon and Snatch Steal? Well, there are two potential situations.

1)
Player A plays Snatch Steal on Player B's Serpent Night Dragon.
Player B chains Book of Moon.
What happens? Book of Moon flips SND face-down, and Player A will never get it because Snatch Steal is never equipped.

2)
Player A plays Snatch Steal on Player B's Serpent Night Dragon.
Player B does nothing.
Later, after the monster is already on his side of the field, Player A plays Book of Moon on SND.
What happens? SND is flipped face-down and Snatch Steal goes bye-bye, but Player A gets to keep the monster. It will NOT return to Player B.


BOOK OF LIFE

No, you CANNOT activate Book of Life unless there is a monster in your opponent's Graveyard to remove.

If, however, you activate Book of Life and your opponent chains a card that removes the only legal monster(s), the recursion effect of Book of Life WILL STILL WORK, because the requirements were still met when the card was activated.


HORUS (LV4, 6 and 8)

You CAN use Level Up! on Lv6 to Special Summon Lv8. Level Up! is tributing Lv6 as part of a COST, and Lv6's effect only protects it from the EFFECTS of Spells. So you can also use Metamorphosis on it, or Mystik Wok.

You CANNOT use Level Up! on Lv4 to Special Summon Lv8. Nowhere on Lv4 is Lv8 mentioned.

Leveling up after destroying a monster in battle is OPTIONAL! You do NOT need to do it! The same applies to ALL of the Level Monsters.

UPDATE: You (apparently) CAN activate Creature Swap if the only monster on one player's side of the field is Horus LV6. But it won't do anything.

Horus LV6 CAN attack through Swords of Revealing Light, Messenger of Peace, is unaffected by Level Limit - Area B, etc. Horus LV8, on the other hand, CAN'T. He can negate Spells as they're played but is still affected by Spells that are already on the field, whereas Horus LV6 can't negate Spells but is unaffected by them.


MAGICAL SCIENTIST

[I]Spellcaster / Effect Monster/ Level 1 / 300 ATK/ 300 DEF
Pay 1000 Life Points to Special Summon 1 Level 6 or lower Fusion Monster from your Fusion Deck in face-up Attack or Defense Position. That Fusion Monster cannot attack your opponent's Life Points directly, and is returned to your Fusion Deck at the end of the turn.

Magical Scientist can use his effect multiple times per turn presuming 1) The controller has enough LP to pay, and 2) the controller’s field has enough space for the monsters.

Magical Scientist’s effect can only be used on YOUR OWN TURN. It is an Ignition Effect and thus Spell Speed 1.

Magical Scientist CAN bring out Ryu-Senshi, Dark Balter the Terrible, and Fiend Skull Dragon.

Magical Scientist CAN bring out Reaper on the Nightmare, but RotN STILL MAY NOT attack directly.

Magical Scientist CANNOT bring out XYZ Fusions.

You CAN use Metamorphosis on a monster brought out by Scientist to bring out a permanent version of it.

If you destroy Magical Scientist or flip him face-down, the monsters summoned via his effect STILL cannot attack directly, and they STILL return to the Fusion Deck at the end of the turn.

If you flip a monster summoned by Scientist’s effect face-down, or remove it from play (via something like Interdimensional Matter Transporter), it frees itself from Scientist’s conditions. So it CAN attack directly and WILL NOT return to the Fusion Deck at the end of the turn.


WABOKU (Courtesy: abernaithi_darkmoon )

Waboku, a trap released in the starter decks, is a normal trap, Its activation is Spell Speed 2, and it cannot be activated during the damage calculation step of combat. The updated Card Text is: "Make all Battle Damage inflicted by monsters on your opponent's side of the field 0 during this turn." So sayeth UDE. Now then, what does this card actually do?

Waboku makes combat damage done to your side of the field 0. Period. You take no damage in combat. Your creatures take no damage in combat. A battle that should have killed your creature by damage does not. Mobius survives Ha Des. Magician of Faith survives Gate Guardian. Should two creatures of the same attack face off, the creature under the protection of Waboku survives, and its enemy dies.

Waboku does not negate an attack. Face down creatures still flip face up. Flip effects are still activated. Mirror Force and Magic Cylinder can still be activated in response to an attack.

Waboku does not reduce effect damage to 0. Spark still does 200 damage. A flipped Des Koala still does damage according to the number of cards in the victim's hand. The detonation of Chaos Emperor Dragon still deals damage to the victim.

Waboku does not reduce life payments to 0. Fairy Injection Lily will still take 2000 LP from its owner to trigger its effect. Chaos Emperor Dragon still demands a 1000 LP toll to detonate.

Waboku DOES stop any effect that requires a creature to damage a player. A direct attack from a Spirit Reaper will not lead to a random discard. Don, Cliff, and the rest of the Scorpions do not activate their effects when attacking a player under the protection of Waboku.

Waboku the card does not stick around once the effect is activated. You can't MST Waboku to make the effect go away. Harpie's Feather Duster and Heavy Storm won't clear away the effect.

The only ways to stop the effect of Waboku is to have a Jinzo on the field or to negate the activation with Seven Tool or the like. If it isn't Spell Speed 3 or negates trap activations entirely, Waboku cannot be stopped.

You cannot chain Waboku to the summoning of a monster. If someone tributes a monster for Jinzo, it is too late. HOWEVER, if they use a spell or trap to special summon Jinzo (Call of the Haunted, Monster Reborn) then you may chain Waboku to the activation of the card. (Thank you for Lord T. for the reminder)

Giant Trunade returns magic and trap cards to their owners' hands. However, Giant Trunade cannot return noncontinuous spells and traps that are activated in response to Giant Trunade to the hand. If you activate Waboku in response to Giant Trunade, Waboku's affect kicks in and Waboku the card is sent to the graveyard. If Waboku is not activated, it returns to the hand as normal. (Thank you to Samurai of Dawn for this one)


JINZO

Machine / Effect Monster / Level 6 / 2400 ATK / 1500 DEF
As long as this card remains face-up on the field, all Trap Cards cannot be activated. The effects of all face-up Trap Cards are also negated.

Jinzo negates all Traps. If he is on the field, you cannot activate any Traps, period. If you activate a Trap while Jinzo is on the field, you get a warning and the Trap goes back face-down.

You CANNOT use Trap Hole, Bottomless Trap Hole, Torrential Tribute, etc. on Jinzo.

You CANNOT use Divine Wrath to negate Jinzo's effect as his effect is continuous and cannot be chained to.

You CAN use Solemn Judgment and Horn of Heaven to prevent Jinzo from being summoned.

You CAN use Magic Jammer/Seven Tools of the Bandit/Solemn Judgment, etc. to stop a recursion card (Reborn, Premature, Call) that would bring out Jinzo in order to stop Jinzo from being summoned.

You CAN use Call of the Haunted on Jinzo. Jinzo will hit the field and negate Call, freeing itself from Call's effect.

Jinzo CAN interrupt a chain, but not an individual card's effect. So if your opponent activates, say, Mirror Force, and you chain Ceasefire to flip your Jinzo face-up, Ceasefire will NOT be negated (and your opponent will take however much damage) because Jinzo's effect can't interrupt it; but Mirror Force WILL be negated.


ULTIMATE OFFERING (Thanks to TheRockBoS)

You can ONLY use its effect during a) your OWN Main Phases, or b) your opponent's Battle Phase.

Only you can use this card's effect; your opponent may not.

You CAN use this to perform Tribute Summons.


Barrel Behind the Door

The following combos with Barrel Behind the Door are NOT legal:

BBtD + Graverobber
BBtD + Injection Fairy Lily
BBtD + Solemn Judgment
BBtD + Immortal of Thunder
BBtD + Dice Jar
BBtD + Wall of Revealing Light

The card you chain BBtD to must inflict DAMAGE (it doesn't work against costs).

BBtD doesn't work with or against Continuous Spells or Continuous Traps.

Then there are a few weird ones (Graverobber, Dice Jar, Immortal of Thunder) that it simply doesn't work against for other, more specific reasons. It's not that important to know why; just know that it doesn't.

You must chain Barrel Behind the Door DIRECTLY to the card that's inflicting damage. If you activate Ring of Destruction and your opponent chains with his Mystical Space Typhoon (for some reason), you're not allowed to chain BBtD.


Smashing Ground

NO! You CAN'T kill face-down monsters with Smashing Ground! The same applies to Fissure.

If there are two monsters with the same DEF, the person who activated Smashing Ground gets to pick which one dies. The same applies to Fissure (but for ATK, obviously).


OTHER USEFUL STUFF TO KNOW


Judge Levels (Courtesy of fantasyzz; thanks, Gary! ~ Kenji)

As of today (May 15th, 2005) the highest Certification Level a Yu-Gi-Oh! TCG Judge can have is Level 3. Not even UDE Employees can be higher than Level 3 in Yu-Gi-Oh! TCG Certification.

So, whenever someone tells you that they know (or are!) a Level 4 or higher Judge, they're lying to you. This is definitely an important thing to know.


HIERARCHY OF RULINGS

Generally speaking, this is (completely unofficially, of course) how sources rank in terms of reliability when it comes to rulings.

1) Upperdeck's website, the Judge List, and anything said by Kevin Tewart.
2) Netrep
3) This sticky
4) Rulings you heard from (real!) Level 3 Judges
5) Rulings given from knowledgeable forum members here on Pojo
6) Rulings you heard from (real!) Level 2 Judges
7) Rulings given to you by your local tournament judges (aka Level 1 Judges)
8) Rulings extrapolated from the video games
9) Rulings given to you by your friends who claim they're judges
10) Rulings given to you by your retarded, homeless friends
11) Rulings extrapolated from the TV show

gateguardian44
12-14-2004, 09:59 PM
UPDATE on Priority

Can priority be used for cards besides the last one played? (Brian Craig)

ANSWER:
Yes, Player A can certainly activate the effect of "Cannon Soldier" and Tribute the
newly Summoned "Archfiend Soldier", before the opponent activates "Bottomless
Trap Hole".

Many 'knowledgeable' people on web sites will tell you otherwise. They're wrong.
Best to wait for the priority article to go up before making dangerous
assumptions.

If anyone has a specific question, such as this, we'll be happy to answer it in
the meantime.

Kevin Tewart
Game Developer
UDE Yu-Gi-Oh! TCG R&D Lead
Upper Deck Entertainment


http://lists.upperdeck.com/read/messages?id=2416#2416

Raijinili
03-21-2005, 10:42 PM
Specific rulings to take note of for those anti-OCG players, and those that don't believe the JERP.

Equip Cards

An “Equip Card” is any card that is equipped to a face-up monster on the field. Spell Cards with the Equip Icon are the most common type of Equip Card, and are officially called Equip Spell Cards. They are treated as both Spell Cards (They would be destroyed by the effect of “Heavy Storm”) and Equip Cards (for purposes such as “Gearfried the Swordmaster”.) Other cards may become Equip Cards though card effects, like with “Sword Hunter” or Union Monsters. Whenever a Monster Card becomes an Equip Card, it is treated as an Equip Spell Card, and is no longer a Monster Card. So a “Dark Magician” equipped to your “Sword Hunter” as an Equip Card could be destroyed by “Heavy Storm” but not “Tribute to the Doomed”.

Some Trap Cards, like “Blast with Chain”, can also become Equip Cards. These cards are considered Equip Cards but are NOT Equip Spell Cards. This means that it is a Trap Card (and could be destroyed by “Remove Trap”) and an Equip Card (for purposes such as “Gearfried the Swordmaster”.) It is not a Spell Card, and could not be destroyed by “De-Spell”.

http://www.upperdeckentertainment.com/yugioh/en/faq_advanced.aspx

Finally, America recognizes that equipment traps stay as traps. And aren't Magic cards.

And another change: "If it is destroyed by your opponent’s "Harpie’s Feather Duster", "Dust Tornado", etc. while it is an Equip Spell Card, "Dark Necrofear" will NOT return during the End Phase since it was NOT destroyed while a Monster Card." Ah HA! So I DIDN'T get that wrong on my LV2 test. And Robert Smith said the jpn ruling wasn't different. Psshh... - LT
http://www.upperdeckentertainment.com/yugioh/en/faq_card_rulings.aspx?first=D&last=E

This also conforms to the long-standing Japanese ruling. The previous English ruling said that if it was destroyed while an equip, it would activate the effect but it would only work if it wasn't used already on that turn. The reason for the ruling was that it would create a loop if Gearfried was the only monster on the opponent's field.

gateguardian44
04-20-2005, 01:58 PM
Hello,

On my side of the field I have an Apprentice Magician and four Sheep Tokens. My opponent attacks the Apprentice Magician and the order of resolution of the effects should be like:

1. Calculating damage
2. Apprentice Magician is considered destroyed in battle
3. Resolving the effect of Apprentice Magician
4. Put Apprentice Magician into the graveyard

Now at step 3 do I have a free monster slot so I can special summon a Spellcaster due to the effect of Apprentice Magician because it is just considered destroyed? Or does Apprentice Magician occupy the fifth monster slot until it is sent to the graveyard, so I can't special summon a Spellcaster?

Greetings from Germany,
Donato Marro



Answer:

"Apprentice Magician's" effect activates while it is still on the field. Its effect will disappear because you do not have an available Monster Zone space.

---------------------------------------
Curtis Schultz
Official UDE ******
CurtisSchultz_******@Hotmail.com

Apprently this is very important and there was a thread made about this... I didn't know about this myself but now I do...

gateguardian44
05-01-2005, 08:55 AM
http://www.pojo.biz/board/showthread.php?t=89154&page=1

www.ude.com/test

There's a like there for the judge test so that people stop asking about it... Hopefully...

http://lists.upperdeck.com/read/all_forums/

And here's the judge board -- LT

EDIT: Just when I read that post... I was about to post it here but you beat me to it and in my own post! GAH!!!

gateguardian44
05-11-2005, 04:24 PM
This is going to go up on the errata page shortly (as soon as we get an OK from
Japan... they have to OK any change to the web page... but not things I send
out on the judge list...)

Figured I'd give everyone a heads-up.


IMPORTANT ANNOUNCEMENT FROM KONAMI CORPORATION
May 5, 2005

The English version of the Ultra-Rare card "Ocean Dragon Lord - Neo-Daedalus"
(from the upcoming Fury From the Deep Structure Deck) was unfortunately
mis-printed. The correct text of this card should be: "This card cannot be
Normal Summoned or Set. This card cannot be Special Summoned except by
Tributing 1 "Levia-Dragon - Daedalus" on your side of the field. Send "Umi" on
your side of the field to the Graveyard to send all cards in both players'
hands and on the field to the Graveyard, except this card."

KONAMI regrets this error and is investigating ways to distribute correctly
worded cards to Duelists in the future.

Well, apparently there's already an erratum to the new card coming out in the new Water structure deck...

gateguardian44
05-18-2005, 07:24 PM
I wanted to give everyone a heads up on an IMPORTANT change to the rules
regarding
card legality dates.

Effective with The Lost Millennium, cards will be legal for use as soon as the
set
is out, EXCEPT for premier events. Premier events are things like regionals,
nationals, Shonen Jump Championships, etc. Those events will continue to have a
specific legality date for new sets. Those dates will be available here:
http://www.upperdeckentertainment.com/op/policy/yugioh_policy.aspx

This means you can use the cards as soon as you get them for Duelist King
tournaments, Duelist League, Hobby Store League (once it's up & running again),
and other "local" tournaments. But for the big events, there will be specific
legality dates enforced.

(Exception: if a sealed pack tournament is run as part of a premier event like
a Shonen Jump Championship, and the latest packs were included, obviously they
would be legal for that portion of the premier event.)

Enjoy!

Kevin Tewart
Game Designer
UDE Yu-Gi-Oh! TCG R&D Lead
Upper Deck Entertainment

New news about booster packs legality for tournements upon release... Fresh baked news! Booster packs are now tourney legal upon release! Beware of the exception though!

gateguardian44
05-25-2005, 05:54 PM
Judges,



The Lost Millennium Sneak Preview is this Saturday and Sunday. I would like to thank those of you volunteering to judge and organize these events. To assist you this weekend, here are the card rulings for The Lost Millennium, and for “Amazoness Chain Master”, the promo card to be handed out at the event. Card text for relevant cards is also included.



Please familiarize yourself with these rulings before the event, and print them out and bring them to the event with you. These rulings are also posted online.



Thanks and enjoy the Sneak Preview!



Dan Scheidegger

Jr. Game Designer

Yu-Gi-Oh! TCG R&D

Upper Deck Entertainment





Card Name – Card Type

[Card Text]



Rulings





Amazoness Chain Master – Effect Monster Card

[When this monster is destroyed as a result of battle and sent to the Graveyard, by paying 1500 Life Points, look at your opponent's hand and select 1 Monster Card from it. Add the selected card to your hand, and you can use it in this Duel. (When the card is sent to the Graveyard, it is sent to the Graveyard of the owner.)]



The effect of “Amazoness Chain Master” is optional. You choose whether or not to activate it when this monster is destroyed as a result of battle and sent to the Graveyard.



Here’s the proper sequence for “Amazoness Chain Master”:

1. When this card is destroyed and sent to the Graveyard as a result of battle, choose to activate its effect or not.

2. If you choose to activate the effect, pay 1500 Life Points and activate it. Then see if your opponent wants to chain to the effect.

3. After the chain is resolved (if any), resolve the effect.

3A. Look at your opponent’s hand and choose 1 Monster Card. If there are no Monster Cards, the effect disappears.

3B. Add the Monster Card you chose to your hand. Now you can use it like your monster.



If you get your opponent’s monster with “Amazoness Chain Master” and it’s placed on the field, and later returned to the hand with “Penguin Soldier”, it returns to the original owner’s hand.



You cannot activate the effect of “Amazoness Chain Master” if your opponent has no hand.



If you have your opponent’s monster that you acquired with “Amazoness Chain Master”, and your opponent activates “Disturbance Strategy”, the monster returns to the owner’s Deck. However, you draw the same number of cards that you had in your hand, including 1 card for the monster you acquired with “Amazoness Chain Master”.



If you acquired your opponent’s monster with “Amazoness Chain Master”, and “Remove Brainwashing” is activated, the monster returns to the original owner if it is on the field. However, if it’s still in your hand then it is not returned.



If you acquire your opponent’s monster with “Amazoness Chain Master” and your opponent uses “Lightforce Sword” on it, it returns to your hand (not the owner’s hand) after the effect of “Lightforce Sword” expires.





Ancient Gear Beast – Effect Monster Card

[This card cannot be Special Summoned. The effects of your opponent's Effect Monster that this monster destroys as a result of battle are negated. If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.]



“Your opponent’s Effect Monster” means the monster that your opponent controls when this effect is activated.



See “Ancient Gear Golem” for additional rulings.





Ancient Gear Golem – Effect Monster Card

[This card cannot be Special Summoned. When this card attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.]



If “Ancient Gear Golem” attacks, the effects of Spell or Trap Cards that are already face-up can still have their effects activated, like “Ultimate Offering”, “Royal Oppression”, or “Skull Lair”. However, face-down Spell or Trap Cards cannot be activated (flipped face-up), including a face-down “Ultimate Offering”, etc.



The effect of “Ancient Gear Golem” that prevents your opponent from activating Spell or Trap Cards is a Continuous Effect. It cannot be chained to. “Divine Wrath” cannot be activated against it.



If “Ancient Gear Golem” attacks, and is destroyed before the end of the Damage Step, its effect is no longer applied after it is destroyed, even if it is still on the field and has not yet been sent to the Graveyard. (A Continuous Effect is no longer applied after the monster generating it has been destroyed, even if the monster is still on the field.) The effect of “Ancient Gear Golem” is applied up until the point it is destroyed, though.





Aussa the Earth Charmer – Effect Monster Card

These rules also apply for Eria the Water Charmer, Hiita the Fire Charmer, and Wynn the Wind Charmer

[FLIP: Take control of 1 EARTH monster on your opponent's side of the field, for as long as this card remains face-up on the field.]



If your opponent chains “Enemy Controller” to the activation of the Flip Effect of a “Charmer”, and takes control of the “Charmer”, the Flip Effect disappears.



If you take control of the opponent’s monster with a “Charmer” and the opponent takes control back with “Change of Heart”, control still reverts to you after the effect of “Change of Heart” expires (even though it wasn’t your monster originally).



If your opponent takes control of your monster with “Snatch Steal”, and you activate the Flip Effect of a “Charmer” to take it back, you keep control while the “Charmer” is face-up on the field.



If “Book of Moon” is chained to the Flip Effect of a “Charmer” to flip the target monster face-down, the effect of the “Charmer” disappears.



If a “Charmer” is removed from play with “Interdimensional Matter Transporter”, its effect is not re-applied when it’s back on the field.



If “DNA Transplant” changes a monster’s Attribute so that it can be taken by a “Charmer”, and then “DNA Transplant” is destroyed so that the monster’s Attribute no longer corresponds to the effect of the “Charmer”, the controller of the “Charmer” loses control of the monster.



If the turn player controls a “Charmer” and a monster controlled by its effect, and activates “Assault on GHQ” and targets the controlled monster, and the opponent chains an effect to destroy the “Charmer”, the controlled monster returns to the opponent’s control, but is still destroyed by the effect of “Assault on GHQ”.





Brain Control – Normal Spell Card

[Pay 800 Life Points. Select 1 face-up monster on your opponent's side of the field. Take control of the selected card until the End Phase of the turn this card is activated.]



If the monster targeted by “Brain Control” is flipped face-down later in the turn, it is still returned back to the original controller in the End Phase.



You cannot activate “Brain Control” if you already have 5 monsters on your side of the field.





Card of Sanctity – Normal Spell Card

[Remove all cards in your hand and on your side of the field from play. Draw cards until you have 2 cards in your hand.]



Removing all cards in your hand and your side of the field from play is a cost to activate “Card of Sanctity”. If you have no other cards except for “Card of Sanctity”, you cannot activate it. You must have at least 1 other card on your side of the field or in your hand.



You can chain “Null and Void” to “Card of Sanctity”.



“Card of Sanctity” itself is NOT removed from play by its cost.





Criosphinx – Effect Monster Card

[As long as this card remains face-up on your side of the field, when a monster is returned from the field to the owner's hand, the owner of the returned monster selects and sends 1 card in his/her hand to the Graveyard.]



The effect of “Criosphinx” is a Trigger Effect, and can be chained to. You can activate “Divine Wrath” against it. If a monster is returned to the hand in the middle of a chain, the effect of “Criosphinx” activates as a new chain after the previous chain has finished resolving.



If multiple copies of “Criosphinx” are in play and a monster is returned to the hand, all copies will activate. It forms a chain, with the turn player’s “Criosphinx” as chain link 1.



If multiple monsters are sent to the hand simultaneously (such as with “Guardian Sphinx”), the effect of “Criosphinx” only activates once, so only 1 card is discarded.





D. D. Survivor – Effect Monster Card

[If this face-up card on your side of the field is removed from play, this card is Special Summoned to the owner's side of the field during the End Phase.]



The effect of “D. D. Survivor” activates during the End Phase if “D. D. Survivor” is currently removed from play. It does NOT activate at the moment he is removed from play. You can chain to this effect.



You can activate “Divine Wrath” against the effect of “D. D. Survivor” when it activates during the End Phase. In this case, “D. D. Survivor” is not actually Special Summoned. “D. D. Survivor” remains removed from play (its effect doesn’t activate again).



If “Skill Drain” is active when “D. D. Survivor” is removed from play, it is still Special Summoned because its effect activates during the End Phase while it is removed from play.



If you have no open Monster Card Zones during your End Phase, and “D. D. Survivor” is currently removed from play, he is not Special Summoned.



If “D. D. Survivor” is removed from play, then placed in the Graveyard with “Miracle Dig”, he is not Special Summoned.



If “D. D. Survivor” is removed from play with “Dimensionhole”, and “D. D. Survivor” is Special Summoned by its effect, the effect of “Dimensionhole” ends (freeing up the “occupied” Monster Card Zone) even though the effect of “Dimensionhole” did not return “D. D. Survivor” to the field.



If “D. D. Survivor” or “D. D. Scout Plane” is removed from play with “Interdimensional Matter Transporter”, you can choose whether it is Special Summoned (with its effect) or returned to the field (with “Interdimensional Matter Transporter”).





Des Wombat – Effect Monster Card

[As long as this card remains face-up on the field, any damage by a card effect to the controller of this card becomes 0.]



“Des Wombat” even protects you against damage from your own card effects, like “Dark Snake Syndrome” or “Ring of Destruction”.



“Des Wombat” even protects you against card effects where the damage is undecided at activation, like “Dice Jar”.



“Des Wombat” will protect you against the effect damage of “Graverobber”.



If your only “Des Wombat” is destroyed by “Judgment of Anubis” or “Ring of Destruction”, it is no longer on the field so it will not protect you against the damage from these card effects.





Double Attack – Normal Spell Card

[Discard 1 Monster Card from your hand to the Graveyard. Select 1 monster on your side of the field with a lower Level than the discarded monster. The selected monster can attack twice this turn.]



Discarding a monster for “Double Attack” is a cost. This effect targets.



If you use “Cost Down” so that your “Blue-Eyes White Dragon” in your hand is Level 6, then you cannot discard it to activate “Double Attack” and target your Level 7 “Dark Magician” on the field.



If you use “Double Attack” on a monster such as “Twinheaded Beast” it still only gets two attacks, not three.



You cannot discard a Level 1 monster for “Double Attack”.





Dummy Golem – Effect Monster Card

[FLIP: Your opponent selects 1 monster that he/she controls. Switch control of the selected monster and this card.]



If “Dummy Golem” is attacked, flipped, and destroyed by damage calculation, its effect is not applied because it is destroyed. So control does not switch.



If an effect like “Ring of Destruction” is chained to the Flip Effect of “Dummy Golem”, destroying “Dummy Golem”, the effect of “Dummy Golem” disappears.



If the opponent only has one monster, and it is “Blindly Loyal Goblin” or “Mataza the Zapper”, and you activate the Flip Effect of “Dummy Golem”, the effect does activate and can be chained to, however its effect disappears because control of “Blindly Loyal Goblin” cannot switch.



If the opponent has “Blindly Loyal Goblin” and “Gemini Elf” on the field, and you activate the Flip Effect of “Dummy Golem”, the opponent cannot select “Blindly Loyal Goblin”. They must select “Gemini Elf”.



If control of monsters switches with “Dummy Golem”, it stays switched as long as the cards remain on the field. (Like “Creature Swap”.)



The effect of “Dummy Golem” will NOT resolve if any of the following is true: (1) “Dummy Golem” is not on the field when the effect resolves; (2) “Dummy Golem” has been destroyed before the effect resolves, such as by damage calculation; (3) there is no opponent’s monster when the effect resolves, such as if it was returned to the hand with “Compulsory Evacuation Device”.





Elemental Hero Flame Wingman – Fusion Monster Card

["Elemental Hero Avian" + "Elemental Hero Burstinatrix"

This monster cannot be Special Summoned except by Fusion Summon. When this card destroys a monster and sends it to the Graveyard as a result of battle, inflict damage to your opponent's Life Points equal to the ATK of the destroyed monster.]



The damage inflicted by the effect of “Elemental Hero Flame Wingman” is based on the ATK of the destroyed monster in the Graveyard. So it’s the original ATK of the monster.



The effect of “Elemental Hero Flame Wingman” is activated when the monster destroyed in battle by it is sent to the Graveyard. You can chain to this effect.



If your “Elemental Hero Flame Wingman” destroys your monster that your opponent controlled, the effect is still activated and you inflict the effect damage to your opponent’s Life Points.



If your “Elemental Hero Flame Wingman” destroys a “Fusilier Dragon, the Dual-Mode Beast” that was Summoned without Tribute, inflict 1400 damage to your opponent’s Life Points.





Elemental Hero Thunder Giant – Fusion Monster Card

["Elemental Hero Sparkman" + "Elemental Hero Clayman"

This monster cannot be Special Summoned except by Fusion Summon. Discard 1 card from your hand to select and destroy 1 face-up monster on the field with an original ATK that is less than the ATK of this card. You can only use this effect once per turn, during your Main Phase.]



The effect of “Elemental Hero Thunder Giant” targets a monster. Discarding a card for this effect is a cost. This effect can be chained to.



If a monster is equipped with “Megamorph” and its ATK is lower than that of “Elemental Hero Thunder Giant”, and the effect is activated to destroy the equipped monster, but “Mystical Space Typhoon” is chained to destroy “Megamorph”, so that the monster’s original ATK is now higher than the ATK of “Elemental Hero Thunder Giant”, the effect of “Elemental Hero Thunder Giant” disappears and the monster is not destroyed.



Likewise, if the effect of “Elemental Hero Thunder Giant” is activated, targeting “King of the Skull Servants” with 2000 original ATK, and the opponent chains “Curse of Aging” and discards “Skull Servant” to activate it, then “King of the Skull Servants” has 3000 original ATK and is not destroyed.





Elemental Mistress Doriado – Ritual Monster Card

[This card can only be Ritual Summoned with the Ritual Spell Card, "Doriado's Blessing". The Attribute of this card is also treated as WIND, WATER, FIRE, and EARTH.]



The effect of “Elemental Mistress Doriado” is even applied while she’s in your hand or Graveyard. So you can discard her for the effect of “Abyss Soldier”. Or remove her from play while in the Graveyard to Special Summon “Gigantes”.



You can activate “Fuh-Rin-Ka-Zan” if “Elemental Mistress Doriado” is on the field (no other monsters are required).



“Elemental Burst” requires 4 Tributes. “Elemental Mistress Doriado” can be used as 1 of the 4, but you will still need to Tribute 3 other monsters of the appropriate Attributes.



If “Scroll of Bewitchment” or “DNA Transplant” changes the Attribute of “Elemental Mistress Doriado”, her Attribute becomes that Attribute only. (Her effect is not applied.)



If destroyed in battle by “Dark Ruler Ha Des”, the effect of “Elemental Mistress Doriado” in the Graveyard is NOT negated because it is a condition as well as an effect.





Gift of the Martyr – Normal Spell Card

[Send 1 monster on your side of the field to the Graveyard. Select 1 monster on your side of the field. Increase the ATK of the selected monster by an amount equal to the ATK of the sent monster until the End Phase of the turn this card is activated.]



“Gift of the Martyr” increases the monster’s ATK by the original ATK of the monster sent to the Graveyard.



Sending a monster to the Graveyard is a cost for “Gift of the Martyr”. This is an effect that targets.



You can send a face-down monster to the Graveyard as the cost of “Gift of the Martyr”. Refer to the original ATK of the monster.





Grave Lure – Normal Trap Card

[Turn the top card of your opponent's Deck face-up and your opponent shuffles the Deck. When your opponent draws the face-up card, immediately send it to the Graveyard.]



If your Deck is already face-up because of “Convulsion of Nature”, then the card from “Grave Lure” is turned face-down.





Grave Ohja – Effect Monster Card

[As long as a face-down Defense Position monster(s) remains on your side of the field, a player cannot select this card as an attack target. Each time a monster on your side of the field is Flip Summoned, inflict 300 points of damage to your opponent's Life Points.]



If you control “Grave Ohja” and you Flip Summon a Flip Effect Monster, the two effects go on a chain. You can choose which effect is chain link 1.



If you control multiple copies of “Grave Ohja” and Flip Summon a monster, the effects go on a chain and you can choose the order of the chain links.



The second effect of “Grave Ohja” is a Trigger Effect that activates when a monster is Flip Summoned. It can be chained to.



If “Grave Ohja” is attacked, and you activate “Book of Moon” to flip another monster on your side of the field face-down, “Grave Ohja” has already been selected as the attack target so the attack proceeds as normal.





Kaminote Blow – Normal Spell Card

[You can only activate this card if there is at least 1 face-up "Chu-Ske the Mouse Fighter", "Monk Fighter", or "Master Monk" on your side of the field. Destroy the monster(s) that battle with these monsters on your side of the field this turn, at the end of each Damage Step.]



The effect of “Kaminote Blow” that destroys monsters at the end of the Damage Step is not part of a chain.





King of the Skull Servants – Effect Monster Card

[The original ATK of this card becomes the number of "King of the Skull Servants" and "Skull Servant" cards in your Graveyard x 1000 points. When this card is destroyed and sent to the Graveyard as a result of battle, remove from play 1 other "King of the Skull Servants" or "Skull Servant" card in your Graveyard to Special Summon this card.]



The original ATK of “King of the Skull Servants” is determined by its effect. This is further doubled/halved by “Megamorph” and other effects that are based off of original ATK. If the number of “Skull Servant” and “King of the Skull Servants” cards in your Graveyard changes, re-calculate the original ATK of “King of the Skull Servants”, then re-apply the effect of “Megamorph”.



Removing from play 1 “Skull Servant” or “King of the Skull Servants” to Special Summon a “King of the Skull Servants” is a cost.





Kozaky’s Self-Destruct Button – Normal Trap Card

[Inflict 1000 points of damage to the Life Points of the player who destroyed this Set card.]



You cannot activate “Kozaky’s Self-Destruct Button” because it has no activation effect.



If “Bait Doll” targets “Kozaky’s Self-Destruct Button”, nothing happens because the timing is inappropriate. However, “Kozaky’s Self-Destruct Button” is then destroyed by “Bait Doll”.



“Kozaky’s Self-Destruct Button” starts a chain at the time that it is sent to the Graveyard. If “Banisher of the Light” is on the field and “Kozaky’s Self-Destruct Button” is removed from play, its effect still activates because it only has to be destroyed.





Legendary Black Belt – Equip Spell Card

[You can only equip this card to "Chu-Ske the Mouse Fighter", "Monk Fighter", or "Master Monk". When the equipped monster destroys your opponent's monster and sends it to the Graveyard as a result of battle, inflict damage to your opponent's Life Points equal to the DEF of the destroyed monster.]



“Legendary Black Belt” inflicts damage based on the original DEF of the destroyed monster (in the Graveyard).



If a monster equipped with “Legendary Black Belt” is destroyed, no damage is inflicted by the effect of “Legendary Black Belt” because it is no longer on the field. This includes if it attacked a monster with equal ATK, for example.



After the monster is sent to the Graveyard after being destroyed as a result of battle, the effect of “Legendary Black Belt” that inflicts effect damage can be chained to.





Level Conversion Lab – Normal Trap Card

[Select 1 monster in your hand and show it to your opponent, then roll a six-sided die. If the result is 1, send the selected monster to the Graveyard. If the result is 2-6, the Level of the selected monster becomes equal to the result until the End Phase of this turn.]



When you resolve the effect of “Level Conversion Lab”, show the card to your opponent then roll the die.



The Level of a monster can go up or down with “Level Conversion Lab”.



If “Cost Down” resolves and lowers the Levels of monsters in your hand, then you use “Level Conversion Lab”, the effect of “Level Conversion Lab” overwrites the effect of “Cost Down”. But if you resolve “Level Conversion Lab” first, and then activate and resolve “Cost Down”, “Cost Down” will lower whatever the result was from ”Level Conversion Lab”.



If you activate “Level Conversion Lab” and change “Levia-Dragon Daedalus” to a Level 5 monster, and “A Legendary Ocean” is on the field, then “Levia-Dragon Daedalus” is Level 4.



If you use “Level Conversion Lab” to change “The Masked Beast” to Level 3, you still need to Tribute 8 Levels worth of monsters for “Curse of the Masked Beast”.



The Level change from “Level Conversion Lab” lasts until the end of the turn, even if the monster is Summoned. So if you change “Summoned Skull” to Level 3, and Summon it, it can attack even if “Gravity Bind” is active.





Lone Wolf – Continuous Trap Card

[You can only activate this card if there is only 1 monster on your side of the field, and it is "Chu-Ske the Mouse Fighter", "Monk Fighter", or "Master Monk". That monster is not destroyed as a result of battle, and is unaffected by any of your opponent's monster effects.]



If you activate “Lone Wolf” targeting an appropriate monster, and later you Summon another monster, the effect of “Lone Wolf” is still applied.



If you target “Monk Fighter”, etc. with “Lone Wolf”, and “Monk Fighter” is later flipped face-down, the effect of “Lone Wolf” disappears and is not re-activated even if “Monk Fighter” is later flipped face-up again.



“Your opponent’s monster effects” on “Lone Wolf” means “the effects of monsters that your opponent controls”. So if your opponent uses “Monster Reborn” on your “Exiled Force”, they still cannot Tribute “Exiled Force” to destroy your “Monk Fighter” targeted by “Lone Wolf”.



If you Summon “Monk Fighter” and target it with “Lone Wolf”, and your opponent controls “Bug-Tusked Mammoth”, you can still attack that same turn with “Monk Fighter”.



If your “Master Monk” targeted with “Lone Wolf” attacks and destroys “D.D. Assailant”, “D.D. Assailant” is removed from play but “Master Monk” is not.



If your opponent Summons “Dark Jeroid” and reduces your “Monk Fighter” ATK by 800 points, then later you activate “Lone Wolf” targeting the “Monk Fighter”, it does not restore the ATK of “Monk Fighter”.



Your “Monk Fighter” targeted by “Lone Wolf” cannot be destroyed by the effect of “Tribe-Infecting Virus”. Furthermore, if it is the only monster on your side of the field, your opponent cannot discard cards to activate “Tribe-Infecting Virus” because it will have no effect.



If you have “Monk Fighter” targeted by “Lone Wolf”, the following are examples of monster effects that will NOT be negated because they are not applied to a monster: “Airknight Parshath” (damage is inflicted and a card is drawn), “Fiber Jar” (“Monk Fighter” is shuffled into the Deck), “Maju Garzett” (the ATK of “Maju Garzett” does not become 0), “Susa Soldier” (the damage to Life Points is still halved), “Dark Magician Girl” (her ATK is still increased by her effect), “Stone Statue of the Aztecs” (Battle Damage to your Life Points is doubled), “Amazoness Fighter” (opponent’s Battle Damage to their Life Points is still zero), “Amazoness Swords Woman” (Battle Damage is still redirected), and “Reflect Bounder” (you still take effect damage to your Life Points).



“Archfiend of Gilfer” and “Dark Necrofear” in the Graveyard can activate their effects and target “Monk Fighter” targeted by “Lone Wolf”. This is because they activate as Monster Cards, equip to the target monster, become treated as Equip Spell Cards, and THEN apply their effects (by which point they are now treated as Equip Spell Cards).



The effect of “Lone Wolf” will be negated by Jinzo even if targeting “Monk Fighter”.





Lost Guardian – Effect Monster Card

[The original DEF of this card becomes the number of your Rock-Type monsters that are removed from play x 700 points.]



Whenever the number of your monsters removed from play changes, re-calculate the DEF of “Lost Guardian”. (Just like “Shadow Ghoul”, etc.)



NOTE: When a monster is removed from play, it goes to a “removed zone” (for lack of a better term) of the original owner. If the opponent controlled it, it will return to the opponent’s side of the field when it returns to player, however it is considered to be in the original owner’s “removed zone” while out of play. This is important for effects such as “Lost Guardian”.



Example: Player A controls 2 monsters. Player B activates “Change of Heart” to take control of one of them, then activates “Different Dimension Gate” to remove both from play. Both monsters are in Player A’s “removed zone” while removed from play (so Player A’s “Lost Guardian” would have 1400 DEF). When “Different Dimension Gate” is destroyed, the monster Player B took control of will return to Player B’s side of the field (if possible, if not it is destroyed) before returning to Player A’s side of the field.



Monsters removed from play and kept face-down, like with “Different Dimension Capsule” or “Lightforce Sword”, do NOT count towards the DEF of “Lost Guardian”.





Mega-Rock Dragon – Effect Monster Card

[This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play a Rock-Type monster(s) in your Graveyard. The original ATK and DEF of this card become the number of Rock-Type monsters you removed from play when you Special Summoned this card x 700 points.]



You must remove from play at least 1 Rock-Type monster in your Graveyard in order to Special Summon “Mega-Rock Dragon”.



The original ATK of “Mega-Rock Dragon” is determined by its effect. This is further doubled/halved by “Megamorph” and other effects that are based off of original ATK. So if you Special Summon “Mega-Rock Dragon” with an original ATK of 2100 points, then equip it with “Megamorph”, its ATK will be 4200 or 1050 depending on your Life Points.



If “Skill Drain” is active while “Mega-Rock Dragon” is in play, the effect of “Mega-Rock Dragon” is negated and its original ATK and DEF are treated as zero. Even if “Skill Drain” is destroyed later, the original ATK and DEF of “Mega-Rock Dragon” will remain zero.



If “Mega-Rock Dragon” is flipped face-down, or removed from play, or sent to the Graveyard, its effect is wiped and its original ATK and DEF are zero.





Mid-Shield Gardna – Effect Monster Card

[You can flip this card into face-down Defense Position once per turn during your Main Phase. Negate the activation of a Spell Card that targets this 1 face-down monster. At that time, flip this card into face-up Defense Position.]



The first effect of “Mid-Shield Gardna” is an Ignition Effect. The second is a Trigger Effect. You can chain to these effects. You can activate “Divine Wrath” against these effects.





Millennium Scorpion – Effect Monster Card

[Each time this card destroys 1 monster on your opponent's side of the field and sends it to the Graveyard as a result of battle, increase the ATK of this card by 500 points.]



The effect of “Millennium Scorpion” is a Trigger Effect. It time it destroys a monster on your opponent’s side of the field and sends it to the Graveyard as a result of battle, it activates. This effect can be chained to. You can activate “Divine Wrath” against it.



If “Millennium Scorpion” attacks and destroys a Monster Token, the effect of “Millennium Scorpion” does not activate because a Monster Token isn’t sent to the Graveyard.



If “Millennium Scorpion” has an ATK boost from its effect, but is removed from play with “Interdimensional Matter Transporter”, or flipped face-down, the effect is reset and its ATK returns to normal.





Mine Golem – Effect Monster Card

[When this card is sent to the Graveyard as a result of battle, inflict 500 points of damage to your opponent's Life Points.]



The effect of “Mine Golem” is a Trigger Effect that activates when “Mine Golem” is sent to the Graveyard after having been destroyed as a result of battle. It can be chained to.





Minefield Eruption – Normal Trap Card

[Inflict 1000 points of damage to your opponent's Life Points for each face-up "Mine Golem" on your side of the field. After that, destroy all face-up "Mine Golem"(s) on your side of the field.]



If you activate “Minefield Eruption”, you inflict damage, then send your “Mine Golem”(s) to the Graveyard. So your opponent has missed the timing and cannot activate “Numinous Healer”, etc.



The number of “Mine Golem” cards is considered when “Minefield Eruption” resolves, not when it is activated.





Nitro Unit – Equip Spell Card

[You can only equip this card to a monster on your opponent's side of the field. When a monster destroys the equipped monster and sends it to the Graveyard as a result of battle, inflict damage to your opponent's Life Points equal to the ATK of the equipped monster.]



If you equip “Nitro Unit” to a monster on your opponent’s side of the field, then you take control of that monster, “Nitro Unit” is destroyed because the monster is no longer on your opponent’s side of the field.



If your opponent controls your monster, and you target it with “Nitro Unit”, but your opponent chains “Remove Brainwashing”, “Nitro Unit” is destroyed because its target is no longer on your opponent’s side of the field when “Nitro Unit” resolves.



When the monster equipped with “Nitro Unit” is destroyed and sent to the Graveyard as a result of battle, the effect of “Nitro Unit” can be chained to.



The damage inflicted by “Nitro Unit” is based on the equipped monster’s original ATK (in the Graveyard).





Pikeru’s Second Sight – Normal Trap Card

[Until your opponent's second End Phase, your opponent shows you all cards that he/she draws and then add them to his/her hand.]



This card’s effect lasts until the end of your opponent’s second End Phase after this card was activated.



The opponent shows you all drawn cards, even if they are drawn by a card effect.





Reshef the Dark Being – Ritual Monster Card

[This card can only be Ritual Summoned with the Ritual Spell Card, "Final Ritual of the Ancients". Discard 1 Spell Card from your hand. Take control of 1 monster on your opponent's side of the field until the End Phase. You can only use this effect once per turn.]



The effect of “Reshef the Dark Being” is an Ignition Effect. Discarding is a cost for activation of this effect.



If the monster that you take control of with “Reshef the Dark Being” is flipped face-down, it still returns to the opponent during the End Phase.





Shifting Shadows – Continuous Spell Card

[Pay 300 Life Points to rearrange the face-down Defense Position monsters on your side of the field, then return them in face-down Defense Position. You can only use this effect once per turn.]



If you have only 1 face-down Defense Position monster you cannot activate the effect of shifting shadows.



If you control a monster that is targeted by your opponent's "Nightmare Wheel", and you flip it face-down with "Book of Moon", and control at least 1 other face-down Defense Position monster, you can activate the effect of “Shifting Shadows”. However, afterwards you must tell your opponent which monster is targeted by “Nightmare Wheel”.





Ultimate Insect LV7 – Effect Monster Card

[If this card was Special Summoned by the effect of "Ultimate Insect LV5", as long as this card remains face-up on your side of the field, decrease the ATK and DEF of all your opponent's monsters by 700 points.]



If “Ultimate Insect LV7” is Summoned by the effect of “Ultimate Insect LV5”, but is then flipped face-down and then face-up again, its effect is reset and will no longer be applied.



If you have 2 copies of “Ultimate Insect LV7” each Summoned by the effect of “Ultimate Insect LV5”, then the ATK and DEF of your opponent’s monsters are reduced by 1400 points.



“All your opponent’s monsters” means the monsters on your opponent’s side of the field.





Winged Kuriboh – Effect Monster Card

[When this card on the field is destroyed and sent to the Graveyard, its effect is activated. After activation, during this turn, any Battle Damage that the controller of this card takes becomes 0.]



If “Winged Kuriboh” is destroyed as a result of battle, its effect will not reduce the Battle Damage its owner takes from that battle, because its effect doesn’t activate until later, when it’s sent to the Graveyard. (And damage calculation has already happened by then.)



If “Winged Kuriboh” is destroyed and sent to the Graveyard, its effect activates and applies for the rest of the turn, even if “Winged Kuriboh” is removed from play with “Disappear”, or shuffled back into the Deck with “Fiber Jar”.



Because the effect of “Winged Kuriboh” activates in the Graveyard, it will not be negated by “Skill Drain” but it will be negated by “The End of Anubis”.



Because the effect of “Winged Kuriboh” activates in the Graveyard, it is the original owner that will get the effect. So if the opponent took control with “Change of Heart” or “Snatch Steal”, if it is destroyed then it goes to the original owner’s Graveyard and they get the effect.



When “Winged Kuriboh” is destroyed and sent to the Graveyard, the activation of its effect can be chained to.



After the effect of “Winged Kuriboh” resolves, the application of the effect (making Battle Damage zero) does not start a chain and cannot be chained to.



If “Winged Kuriboh” is treated as an Equip Card (like if it’s equipped to “Relinquished”) and it’s destroyed and sent to the Graveyard, its effect still activates.



If your opponent takes control of your “Winged Kuriboh” and when it tries to return to your control you have no open Monster Card Zones, “Winged Kuriboh” is destroyed and sent to the Graveyard, and its effect activates.

Looks like we have some TLM rulings up now...

gateguardian44
06-02-2005, 03:44 PM
After discussion between Konami & UDE R&D teams, we're enacting a major change
to
the understanding of how battle position changes work in Yu-Gi-Oh! TCG.

These changes are effective MONDAY, JUNE 6. These will NOT be applied at events
this weekend such as Canadian Nationals, etc.

- We have removed the Basic FAQ entry on battle position changes.
- We have removed the Advanced FAQ entry on "Guardian Sphinx", etc.
- We have added a new Advanced FAQ entry on "Battle Position Changes". That
entry
is as follows:

A Monster Card’s battle position in the Yu-Gi-Oh! TRADING CARD GAME can be
changed in one of two ways:

1. A "manual" change. This is when you use your once-per-turn battle position
change on a monster, during your Main Phase 1 or 2, to change it from attack
position to defense position or vice versa. This includes a Flip Summon. There
are some restrictions on when you can do this (see below).

2. A change because of a card effect. Examples: “Enemy Controller”, “Zero
Gravity”, “Guardian Sphinx”, “Book of Moon” and “Tsukuyomi”.

A “manual” change can only be performed during your Main Phase 1 or 2. There are
3 exceptions that will prevent you from “manually” changing a monster’s battle
position:
Exception #1: You cannot “manually” change the battle position of a monster if
it
declared an attack that turn (even if the attack was negated or a replay
occurred).

Exception #2: You cannot “manually” change the battle position of a monster if
it
was Summoned or Set that turn by the turn player.

Exception #3: You cannot “manually” change the battle position of a monster if
its
battle position was already changed “manually” that turn (including if it was
Flip
Summoned).

Please note that:
You CAN always change the battle position of a monster with a card effect, even
if
any of the above exceptions prevent you from changing its battle position
“manually”.

You CAN change the battle position of a monster “manually” if its battle
position
was changed by a card effect previously that turn (as long as none of the 3
exceptions exist). Example: You activate “Book of Moon” and flip a monster into
face-down Defense Position. Then you can Flip Summon it that same turn, as long
as
none of the 3 exceptions exist.

You CAN change the battle position of a monster “manually” if it was Summoned or
Set, but not by the turn player. Example: “Cyber Jar” Summons a monster on the
opponent’s side of the field, and the turn player uses “Change of Heart” to take
control of it, then Flip Summons it that same turn. This is a legal play (as
long
as none of the 3 exceptions exist).

You CAN change the battle position of a monster “manually” if it was returned to
the field because of “Dimensionhole”, because it does not Summon the monster (as
long as none of the 3 exceptions exists).



Some individual card rulings may also be changed over the coming days, to
reflect
this rules change.

Kevin Tewart
Game Designer
UDE Yu-Gi-Oh! TCG R&D Lead
Upper Deck Entertainment

New news about battle position changes...

(LT Edit: This is worthy of being a bit more in the spotlight for now.)

Snapper
06-02-2005, 05:26 PM
In our discussion with Konami, there were some individual card rulings
that were decided, but did not fit into a bigger picture item. These are
those rulings. These rulings also include some reversals to old rulings.
All of this information can be found online at
http://www.upperdeckentertainment.com/yugioh/en/faq_specific02.aspx



Desert Sunlight



If you have a face-down Flip Effect monster, you can activate "Desert
Sunlight", chain "Book of Moon" targeting your monster even though it is
still face-down, and chain another "Desert Sunlight". When the chain
resolves, you will flip the monster up, then down, then back up. The
Flip Effect activates twice, and they wait to create a new chain after
the current one resolves. For example, if the Flip Effect monster is
"Morphing Jar", its effect will activate twice in a chain, as Chain Link
1 and Chain Link 2, they resolve in reverse order, and both players will
discard and draw 5 cards, then discard and draw 5 cards again.



Creator Incarnate [Reversal of Old Rulings]/ Kaibaman / Hand of Nephthys
/ Red-Eyes B. Chick



Ignition Effects on monsters cannot be activated while the Effect
Monster is face-down. So these face-down monsters cannot be Tributed for
their own effects.



Phoenix Wing Wind Blast



You cannot target a face-up non-Continuous, non-Equip Spell or Trap
Card. This is because they are already "considered to be destroyed" once
they are activated (even though they are not sent to the Graveyard until
the chain resolves). If you target a face-down Spell or Trap Card, the
opponent can activate it as a chain. If it is not Continuous, it will
not be returned to the top of the Deck. It will be placed in the
Graveyard after the chain resolves, as normal.



You can activate "Phoenix Wing Wind Blast" and target a face-up "Swords
of Revealing Light" because it destroys itself by its own effect,
instead of being destroyed when activate like most Normal Spell Cards.



Level Limit - Area B [Reversal of Old Ruling]



If you Summon "Spell Canceller" while "Level Limit - Area B" is on the
field, "Spell Canceller" negates its effect and is not changed to
Defense Position.



Thousand Knives



The required card only needs to be face-up on the field. It does not
need to be a Monster Card, so if "Dark Magician" is equipped to your
"Relinquished", you can activate "Thousand Knives".



Primal Seed



The required card only needs to be face-up on the field. It does not
need to be a Monster Card, so if "Black Luster Soldier - Envoy of the
Beginning" is equipped to "Relinquished", you can activate "Primal
Seed".



Royal Oppression



The effects of face-up Trap Cards cannot be activated during the Damage
Step, so this card's effect cannot negate the Special Summoning of a
monster by the effect of "Mystic Tomato" or a "Cyber Jar" flipped
face-up by an attack.



Nightmare Wheel



If a face-down monster targeted by the effect of "Nightmare Wheel" is
rearranged by the effect of "Wandering Mummy" or "Shifting Shadows", the
monster's controller must honestly announce which monster is the target
of "Nightmare Wheel".



Berserk Gorilla



If you control "Berserk Gorilla" you must enter your Battle Phase, even
if "Gravity Bind" is active on the field, preventing it from attacking.



Dark Magician of Chaos [Reversal of Old Ruling]



If "Dark Magician of Chaos" is Special Summoned in the middle of a chain
(if it is not the last effect in the chain to resolve), the timing will
not be correct for its Optional Trigger Effect, so you do NOT return a
Spell Card from your Graveyard to your hand.



Mind Control



The effect of "Mind Control" that prevents the targeted monster from
attacking or being Tributed lasts until the End Phase of the turn "Mind
Control" was activated, even if the monster is flipped face-down before
the End Phase. If the monster targeted with this card is flipped
face-down, it will still return to the original owner's side of the
field during the End Phase.



D. D. Warrior Lady [Reversal of Old Rulings]



When your "D. D. Warrior Lady" attacks your opponent's "Fiber Jar", if
you activate her effect then "Fiber Jar" is Step 1 of the chain, because
it is mandatory, and "D. D. Warrior Lady" is Step 2 of the chain because
it is an optional effect. "D. D. Warrior Lady" removes from play both
monsters, and then resolve the effect of "Fiber Jar". "D. D. Warrior
Lady" and "Fiber Jar" are not shuffled into the Deck.



When your "D. D. Warrior Lady" attacks "Wall of Illusion", if you
activate her effect then "Wall of Illusion" is Step 1 of the chain,
because it is mandatory, and "D. D. Warrior Lady" is Step 2 of the chain
because it is an optional effect. The effect of "D. D. Warrior Lady"
removes from play both monsters, then the effect of "Wall of Illusion"
disappears, since the attacking monster is no longer on the field.
New rulings are always fun! Most of them anyway...

DMoChocolate
06-18-2005, 04:52 PM
Here's the message regarding "Pole Position" and infinite loops. Thought it'd be useful. Also, and very importantly - the ruling re "Desert Sunlight" has changed AGAIN. Now a monster must be face-up, then you play Book of Moon, chain DS, chain another BoM, and another DS, to generate its effect twice in a new chain.


Buckle up judges! It's time for some fun with POLE POSITION.


The basic rule in the Yu-Gi-Oh! TRADING CARD GAME has always been that you cannot
activate cards that cause infinite loops, because you are deliberately creating
a situation where effects cannot resolve. And effects MUST resolve as much as
possible.

With regards to “Pole Position”, you cannot choose to Summon a monster, Set a
monster, or Set or activate a Spell or Trap Card, or card effect, if it would
cause an infinite loop.

If you do this by mistake, just rewind the game to before the Summon/Set/
activation occurred.

EXAMPLE #1
I have "Pole Position", "Luminous Spark" (+500 to LIGHT), and "Gemini Elf" (1900
ATK / EARTH) face-up on the field. “Gemini Elf” is the monster on the field with
the highest ATK, so it is unaffected by Spell Cards. If the opponent Summons
"X-Head Cannon" (1800 ATK / LIGHT), “Luminous Spark” will raise the ATK of
“X-Head Cannon” to 2300, making it the highest ATK monster on the field, so it’s
unaffected by Spell Cards, so it drops to 1800 ATK, then increases to 2300, then
drops to 1800, etc. This would create an infinite loop. Therefore, the opponent
cannot Summon “X-Head Cannon”.

EXAMPLE #2
The opponent has "Blue-Eyes White Dragon" (3000 ATK) and “Pole Position” face-up
on the field. I have "Gemini Elf" (1900 ATK), and an "Opticlops" (1800 ATK)
equipped with "Axe of Despair"(+1000 ATK; 2800 total) face-up on the field, and
a Set "Ring of Destruction". If I activate "Ring of Destruction" to destroy
"Blue-Eyes White Dragon", then “Opticlops” will be the highest ATK monster on
the field, and cause an infinite loop (it is the highest, it isn’t, it is, it
isn’t, etc.). Therefore, I cannot target “Blue-Eyes White Dragon” with “Ring of
Destruction”.

EXAMPLE #3
The opponent has a face-down "Pole Position". I have "Opticlops" (1800 ATK) and
"Gemini Elf" (1900 ATK) face-up on the field. I activate "Axe of Despair" (+1000
ATK) and try to equip my "Opticlops" (1800 ATK). The opponent cannot chain
"Pole Position", since that would cause an infinite loop. “Pole Position” is an
illegal activation. Put it back face-down.

EXAMPLE #4
I have "Pole Position", "Blade Knight" (1600 ATK / LIGHT), and "Luminous Spark"
(+500 ATK to LIGHT) face-up on the field and 2 cards in my hand. The opponent
has "Giant Orc" (2200 ATK / EARTH) face-up on the field, which is the highest-ATK
monster on the field. If I Set 1 of the 2 cards in my hand, “Blade Knight” gains
+400 ATK with its effect, becomes the highest-ATK monster, and because of
“Luminous Spark” an infinite loop is created. So I am not allowed to Set a card.


All easy to understand. You cannot knowingly perform an action that would cause
an infinite loop.

But what about things you have no control over? Let’s find out….



KAIBA: You’re finished this time, Yugi! With my Blue-Eyes White Dragon and Pole
Position on the field, your Spell Cards are useless! Even if you Summon your Dark
Magician, you can’t equip it with enough Equip Spell Cards to make it strong
enough to take down my Dragon, because if you do, your Spell Cards will have no
effect!

YUGI: Oh no! How can I defeat his Blue-Eyes without the help of my Equip Spell
Cards?

KAIBA: Now, Blue-Eyes White Dragon, attack his Giant Rat!

<Boom!>

KAIBA: You get to Special Summon a weak monster from your Deck now, Yugi, so go
ahead, because there’s nothing in your Deck that can help you now.

YUGI: Are you sure about that? I Special Summon… Enraged Muka Muka!

KAIBA: Even with the 3 cards in your hand, your Enraged Muka Muka only has 2400
Attack Points. Not strong enough to defeat my Blue-Eyes.

YUGI: It’s my turn now, Kaiba! I draw, raising my Enraged Muka Muka to 2800
attack points. Then I place one card face-down, and then I activate this card:
United We Stand! With 2 cards still left in my hand, this Equip Spell Card again
raises my Enraged Muka Muka’s attack points to 2800!

KAIBA: You’re a good Duelist, Yugi. Your United We Stand even compensates for
that face-down card, but that’s still not strong enough to overcome my mighty
Dragon! Blue-Eyes, destroy his Enraged Muka Muka!

YUGI: Not so fast, Kaiba! At the start of your turn, I activate my face-down
card: Threatening Roar! This card prevents you from attacking. Sorry Kaiba, but
your Blue-Eyes will just have to wait. And this Duel is now over.

KAIBA: What are you talking about? This is only a temporary reprieve, Yugi. I’ll
still destroy you on my next turn. And your United We Stand still won’t help
you. As long as Pole Position is on the field, no monster can become the
strongest monster on the field because of Spell Cards.

YUGI: Guess again, Kaiba! For now… I draw!

<the ground begins to shake>

KAIBA: What… what’s happening?

YUGI: As I draw, my Enraged Muka Muka’s attack power increases to 3200, making it
the strongest monster on the field. When that happens, your Pole Position makes
the United We Stand cease to have any effect, dropping my monster’s attack
strength to 2400. Since it’s no longer the strongest monster, United We Stand
activates again, but then stops again. An infinite loop, Kaiba!

KAIBA: You can’t cause an infinite loop!

YUGI: I’m not causing it, Kaiba! Drawing a card is a basic game rule. The rules
are causing it.

KAIBA: What’s your point Yugi? It looks like my Pole Position is going to crush
you after all, then.

YUGI: Better look closer, Kaiba!

<Kaiba stares in horror as his Pole Position card begins to smolder… then crack…
then shatter!>

YUGI: Your Pole Position couldn’t handle the strain, Kaiba! Now it’s destroyed,
and my Enraged Muka Muka still has 3200 attack points! That means I win!



As Kaiba found out, when an infinite loop is caused because of game mechanics and
not by a player’s voluntary card play, you must destroy the origin of the
infinite loop.

EXAMPLE #5 (simplified version of Kaiba & Yugi’s Duel)
I have "Pole Position" and "Opticlops" (1800 ATK) face-up on the field. The
opponent has a "Muka Muka" equipped with "Axe of Despair" face-up on the field
with no cards in his hand. At the start of the opponent's turn, he draws a
card, making "Muka Muka"s ATK 1900. An infinite loop is created by something that
could not be avoided, so “Pole Position” is destroyed.

EXAMPLE #6
The opponent has “Blade Knight” (1600 ATK) equipped with “Butterfly Dagger - Elma”
(+300 ATK; 1900 ATK total) and 2 cards in hand, along with “Marauding Captain”
(1200 ATK). The turn player has “Robbin’ Goblin”, “Pole Position”, and “Giant
Orc” (2200 ATK). The turn player attacks “Marauding Captain” with “Giant Orc”,
inflicting 1000 points of damage. The opponent has to discard a card because of
“Robbin’ Goblin” and an infinite loop is created because “Blade Knight” now
fluctuates between 2300 and 2000 ATK (either above or below “Giant Orc”, making
it the strongest monster on the field… or not). Therefore, “Pole Position” is
destroyed.

EXAMPLE #7
I have "Pole Position", "Banner of Courage", and "Opticlops" face-up on the
field. The opponent has "Gemini Elf" face-up on the field. When I enter my Battle
Phase, an infinite loop is created as “Opticlops” fluctuates between 1800 and 2000
ATK. So “Pole Position” is destroyed.

EXAMPLE #8
I have "Pole Position", "Gemini Elf" (1900 ATK / EARTH) and "Mystic Plasma Zone"
(+500 ATK to DARK) face-up on the field, and an "Opticlops" (1800 ATK / DARK) in
face-down Defense Position. The opponent attacks my face-down "Opticlops" with
"Mokey Mokey". When we flip "Opticlops" face-up in the Damage Step, an infinite
loop is created as “Opticlops” fluctuates between 1800 and 2300 ATK (either above
or below “Gemini Elf”, making it the strongest monster on the field, or not).
Therefore, “Pole Position” is destroyed.


So remember: you cannot choose to do anything that would create an infinite loop.
If an infinite loop is thrust on you by things you had no control over, then you
must destroy the offending card (“Pole Position” in all of these cases).

Note that the game doesn’t really “look ahead” beyond the immediate consequences
of what you’re doing. It doesn’t look 2 steps ahead, only at the immediate next
step. Which is why you can enter your Battle Phase in example #7, or attack with
“Giant Orc” in example #6. But you can’t destroy Blue-Eyes in example #2 if it
would cause an infinite loop.

Also note that these scenarios are all pretty unlikely. In each of the 8 examples
it required a precise situation where monsters with just the right ATK’s were in
play, plus the right Spell Cards to cause one of them to keep flip-flopping on
either side of the other (highest / not highest / highest / not highest). The
prohibition against causing an infinite loop by Summoning or Activating will stop
most scenarios like these from happening.

But, unlikely as they are, they might happen, and now (like Yugi!) you know how
to deal with them.

Hope this helps everyone. Vroom vroom!!!

Kevin Tewart
Game Designer
UDE Yu-Gi-Oh! TCG R&D Lead
Upper Deck Entertainment

DMoChocolate
06-22-2005, 04:10 PM
Updated Desert Sunlight ruling:
Desert Sunlight



If you have a face-up Flip Effect monster, you can activate “Desert Sunlight”, and chain “Book of Moon”, another "Desert Sunlight", and another "Book of Moon". When the chain resolves, you will flip the monster down, then up, then down, then back up. The Flip Effect activates twice, and they wait to create a new chain after the current one resolves. For example, if the Flip Effect monster is “Morphing Jar”, its effect will activate twice in a chain, as Chain Link 1 and Chain Link 2, they resolve in reverse order, and both players will discard and draw 5 cards, then discard and draw 5 cards again.





Dan Scheidegger

Jr. Game Designer

Yu-Gi-Oh! TCG R&D

Upper Deck Entertainment

TheRockBoS
08-04-2005, 08:41 PM
Here are the new rulings for CRV
Winged Kuriboh LV10 [Effect Monster] CRV-EN005



TEXT: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Transcendent Wings". Tribute this face-up card on your side of the field to destroy all Attack Position monsters on your opponent's side of the field and inflict damage to your opponent's Life Points equal to the combined original ATK of those destroyed monster(s). You can only activate this effect during your opponent's Battle Phase.



“Winged Kuriboh LV10” has a Multi-Trigger Effect. You cannot activate this effect during the Damage Step.



The Multi-Trigger Effect of “Winged Kuriboh LV10”can be chained to. You can chain “Barrel Behind the Door” to the effect.



Tributing “Winged Kuriboh LV10” is a cost to activate its effect.



Patroid [Effect Monster] CRV-EN006



TEXT: Pick up and look at 1 Set card on your opponent's side of the field, then return it to its original position. You can only activate this effect once per turn, during your Main Phase.



The effect of “Patroid” targets a card.



If “Patroid” is flipped face-down or removed from the field, its effect is reset and you can use it again that turn if you can get it face-up on the field again.



Gyroid [Effect Monster] CRV-EN007



TEXT: Once per turn, if this card would be destroyed as a result of battle, it is not destroyed. (Damage calculation is applied normally).



You cannot choose when to apply “Gyroid’s” effect. If “Gyroid” would be destroyed as a result of battle, its effect is applied (once per turn).



If “Gyroid” is destroyed, and is then Special Summoned again that same turn, the effect is reset and its effect will be activated again if appropriate.



The effect of “Gyroid” is a Continuous Effect that cannot be chained to.



Steamroid [Effect Monster] CRV-EN008



TEXT: If this card attacks your opponent's monster, increase the ATK of this card by 500 points during the Damage Step only. If this card is attacked by your opponent's monster, decrease the ATK of this card by 500 points during the Damage Step only.



The effect of “Steamroid” is a Continuous Effect that cannot be chained to.



Drillroid [Effect Monster] CRV-EN009



TEXT: If this card attacks a Defense Position monster, destroy the monster with this card's effect without applying damage calculation.



“Drillroid” can use its effect to destroy face-up and face-down Defense Position monsters that it attacks.



Note that “Drillroid” does not say “without flipping the monster face-up”. The effect of “Drillroid” is applied after the monster is flipped face-up, but before damage calculation. If the Defense Position monster was face-down and has a Flip Effect, the Flip Effect will activate and resolve normally.



The effect of “Drillroid” is a Trigger Effect that can be chained to.



If “Drillroid” attacks a face-up “Sasuke Samurai #4”, do the coin toss for “Sasuke Samurai #4” first, at the beginning of the Damage Step. If “Sasuke Samurai #4” destroys “Drillroid” with its effect, the effect of “Drillroid” is not applied. (If “Sasuke Samurai #4” was face-down, then you miss the chance to use its effect.)



If “Drillroid” attacks “Dreamsprite”, both are mandatory Trigger Effects with the same timing, so they form a chain with “Dreamsprite” as Chain Link 2. “Dreamsprite” resolves first and, according to her effect, causes damage calculation to happen immediately. Since the effect of “Drillroid” only happens without damage calculation, the effect of “Drillroid” disappears.



If “Drillroid” attacks a Defense Position “D.D. Warrior Lady”, the effect of “D.D. Warrior Lady” does not activate, because she has been destroyed by the effect of “Drillroid” by the time her effect would normally activate.



If “Drillroid” attacks a face-down Defense Position monster while “Final Attack Orders” is active, the monster is not destroyed because it flips face-up and immediately shifts to Attack Position.



“Nightmare Penguin” will activate its effect if attacked by “Drillroid” while face-down. (Just like a Flip Effect.)



UFOroid [Effect Monster] CRV-EN010



TEXT: When this card is destroyed as a result of battle and sent to the Graveyard, you can Special Summon from your Deck 1 Machine-Type monster with an ATK of 1500 or less in face-up Attack Position. Then shuffle your Deck.



If “UFOroid” attacks an Attack Position “Pyramid Turtle”, first the turn player decides whether to activate the effect of “UFOroid” or not, and if he does, it will be Chain Link 1. If he doesn’t, the opponent has a chance to activate “Pyramid Turtle’s” effect and be Chain Link 1. If he does, it is too late for the turn player to decide to activate “UFOroid’s” effect.



If you do not choose to Special Summon a Machine, this card’s effect will not activate or start a chain.



Jetroid [Effect Monster] CRV-EN011



TEXT: At the time this card is selected as an attack target by your opponent’s monster, the controller of this card can activate Trap Card(s) from their hand.



Both players can chain to the Trap Card that is activated by the effect of “Jetroid” (the controller can activate several Trap Cards from his hand in a chain).



If “Ancient Gear Golem” attacks “Jetroid”, the controller of “Jetroid” cannot use its effect.



Wroughtweiler [Effect Monster] CRV-EN012



TEXT: When this card is destroyed as a result of battle and sent to the Graveyard, add from your Graveyard to your hand 1 card that includes "Elemental Hero" in its card name, and 1 "Polymerization".



The effect of “Wroughtweiler” targets.



If the necessary 2 cards are not in the Graveyard when the effect of “Wroughtweiler” resolves, the effect disappears. Even if the effect cannot resolve, it still starts a chain.



Dark Catapulter [Effect Monster] CRV-EN013



TEXT: During your Standby Phase, if this card is in Defense Position, put 1 counter on this card. Remove from play a number of card(s) in your Graveyard equal to the number of counters on this card to destroy that same number of Spell or Trap Card(s) on the field. Then remove all counter(s) from this card.



The effect that places a counter on “Dark Catapulter” is a Trigger Effect that starts a chain.



“Dark Catapulter’s” effect that destroys Spell & Trap Cards is an Ignition Effect that targets.



Removing cards from your Graveyard is a cost to activate the effect of “Dark Catapulter”. If you do not have enough cards in your Graveyard to match the number of counters on “Dark Catapulter”, you cannot activate the effect.



If the number of counters on “Dark Catapulter” is more than the number of Spell & Trap Cards on the field, you cannot activate the effect.



If you activate the effect of “Dark Catapulter”, and then chain “Emergency Provisions” to reduce the number of Spell & Trap Cards on the field so that the number is fewer than the number of counters on “Dark Catapulter”, the effect of “Dark Catapulter” still resolves. Destroy as many Spell & Trap cards as possible in this case.



If “Dark Catapulter” is flipped face-down or removed from the field, all counters on it are removed for no effect.



If “Skill Drain” is activated, all counters on “Dark Catapulter” are removed for no effect.



Elemental Hero Bubbleman [Effect Monster] CRV-EN014



TEXT: If this is the only card in your hand, you can Special Summon this card from your hand. When this card is Normal Summoned, Flip Summoned or Special Summoned successfully, if there are no other cards on your side of the field and in your hand, you can draw 2 cards from your Deck.



Missing the Timing: If “Elemental Hero Bubbleman” is Summoned by an effect in the middle of a chain, you will miss the timing and cannot draw the 2 cards.



You can only use the effect of “Elemental Hero Bubbleman” to Special Summon itself during your Main Phase.



If you choose not to draw 2 cards for “Elemental Hero Bubbleman’s” effect, it does not start a chain.



If “Elemental Hero Bubbleman” is destroyed and then Special Summoned by “Rope of Life” in the Damage Step, if there are no other cards on your side of the field, you can draw 2 cards for the effect of “Elemental Hero Bubbleman”.



If you Special Summon “Elemental Hero Bubbleman” by the effect of your opponent’s “Last Turn”, you can draw the 2 cards.



If your opponent chains to the effect of “Elemental Hero Bubbleman” with an effect that causes you to have cards in your hand (such as “Conscription”), then the effect of “Elemental Hero Bubbleman” disappears because you must still have no cards when resolving the effect.



Cyber Dragon [Effect Monster] CRV-EN015



TEXT: If there is a monster on your opponent's side of the field and there are no monsters on your side of the field, you can Special Summon this card from your hand.



You can only use the effect of “Cyber Dragon” to Special Summon itself during your Main Phase.



The effect of “Cyber Dragon” does not start a chain.



You can negate the Special Summon of “Cyber Dragon” with “Royal Oppression”, “Solemn Judgment”, or “Horn of Heaven”.



Cybernetic Magician [Effect Monster] CRV-EN016



TEXT: Discard 1 card from your hand. The ATK of 1 face-up monster on the field becomes 2000 until the End Phase of this turn.



The effect of “Cybernetic Magician” is an Ignition Effect that targets a monster.



Since “Cybernetic Magician” makes the ATK “become” 2000, that is the new value. Even if the monster was equipped with an Equip Spell Card, the ATK is 2000 and is not adjusted, even if the Equip Spell Card is destroyed. (However, if equipped after the effect of “Cybernetic Magician” resolves, the ATK will be adjusted from the new level of 2000 points.)



If a monster is getting an ATK adjustment because of a Field Spell Card, and you use the effect of “Cybernetic Magician” on it, then its ATK becomes 2000 and is not adjusted by the Field Spell Card until the effect of “Cybernetic Magician” expires. (However, if a new Field Spell Card is activated that changes the ATK, it will adjust it from the new 2000 ATK level.)



You cannot target a monster with “Cybernetic Magician” if its ATK is already 2000 (like “Vampire Lord”). This includes monsters that have 2000 ATK because of the effect of “Cybernetic Magician”.



If you target a “Raging Flame Sprite” that currently has 3100 ATK with the effect of “Cybernetic Magician”, at the end of the turn its ATK will return to 3100 points, not 100.



Mechanical Hound [Effect Monster] CRV-EN018



TEXT: While you have no cards in your hand, your opponent cannot activate Spell Cards.



“Activate” means make the card face-up, or activate it from your hand. If “Mechanical Hound” is face-up on the field, your opponent can still use the effects of Continuous Spell Cards that are already face-up on the field.



Cyber Archfiend [Effect Monster] CRV-EN019



TEXT: At the beginning of your Draw Phase, if you have no cards in your hand, draw 1 more card in addition to the normal draw. During your End Phase, if you have 1 or more card(s) in your hand, destroy this card.



If this card is face-down during the End Phase, it is not destroyed by its effect.



If you have multiple “Cyber Archfiends” on the field during the Draw Phase, their effects form a chain.



B.E.S. Crystal Core [Effect Monster] CRV-EN021



TEXT: Put 3 counters on this card when you Normal Summon it. This card is not destroyed as a result of battle. If this card battles a monster, remove 1 counter from this card at the end of the Damage Step. If this card battles without a counter, destroy this card at the end of the Damage Step. Once per turn, during your Main Phase, you can change 1 face-up Attack Position monster on your opponent's side of the field to face-up Defense Position.



If you target the opponent’s monster with the effect of “B.E.S. Crystal Core”, and an effect is chained that causes it to no longer be on your opponent’s side of the field (such as “Remove Brainwashing” or “Enemy Controller”), the effect of “B.E.S. Crystal Core” is not applied.



The effect of “B.E.S. Crystal Core” that destroys itself during the damage step cannot be chained to.



Giant Kozaky [Effect Monster] CRV-EN022



TEXT: If there is no face-up "Kozaky" on the field, destroy this card. If this face-up card on the field is destroyed, inflict damage to the current controller's Life Points equal to the original ATK of this card.



The first part of “Giant Kozaky” is a Continuous Effect that does not start a chain. The second part is a Trigger Effect that can be chained to.



You can chain “Barrel Behind the Door” to the Trigger Effect (the damage) of “Giant Kozaky”.



If “Giant Kozaky” is destroyed while face-down, then its effect that inflicts damage is not activated. If “Giant Kozaky” is face-up on the field and is targeted by “Tribute to the Doomed”, and you chain “Book of Moon” so that “Giant Kozaky” is face-down when destroyed by “Tribute to the Doomed”, there is no damage.



Like “Atomic Firefly”, “Fo*****”, and “Poison Draw Frog”, if a face-down “Giant Kozaky” is attacked and destroyed, its effect is not applied. However, if a face-down “Giant Kozaky” is attacked, and is not destroyed by the attack, if “Kozaky” is not face-up on the field, then “Giant Kozaky” is destroyed by its own effect after damage calculation, and damage is inflicted by its effect.



If “Drillroid” attacks a face-down “Giant Kozaky” while “Kozaky” is not on the field, “Giant Kozaky” is destroyed by the effect of “Drillroid” after being flipped face-up. The effect of “Giant Kozaky” is not applied and it does not inflict damage.



The effect of “Giant Kozaky” that inflicts damage to the controller activates in the Graveyard or the “removed zone”, wherever “Giant Kozaky” goes to after being destroyed. “The End of Anubis” will negate the effect of “Giant Kozaky” if it was destroyed and sent to the Graveyard, but “Banisher of the Light” will not (because “Giant Kozaky” does not have to be “destroyed and sent to the Graveyard”). Nor will “Skill Drain” negate the damage if “Giant Kozaky” is destroyed.



If “Giant Kozaky” is face-up on the field with “Kozaky”, and “Kozaky” is equipped to “Relinquished”, “Giant Kozaky” is not destroyed because a card called “Kozaky” is on the field.



If “Giant Kozaky” is equipped to “Relinquished” as an Equip Spell Card, “Giant Kozaky” will not be destroyed by its effect because it’s not a monster (even if “Kozaky” is not on the field).



If “Giant Kozaky” is equipped to “Relinquished” and is destroyed by “Mystical Space Typhoon” or the effect of “Relinquished”, the effect of “Giant Kozaky” will inflict damage to the controller.



Doitsu [Effect Monster] CRV-EN025



TEXT: Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "Soitsu" as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, increase the ATK of the equipped monster by 2500 points. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.)



While “Non-Spellcasting Area” is active and “Doitsu” is equipped to “Soitsu”, the increase to ATK is not applied. However, the effect that destroys “Doitsu” instead of “Soitsu” is not an effect that “Soitsu” gets, so that effect is applied normally. Also, the effect of “Doitsu” that allows it to unequip and be Special Summoned is applied normally.



Des Frog [Effect Monster] CRV-EN026



TEXT: When this card is Tribute Summoned successfully, you can Special Summon "Des Frog"(s) from your hand or Deck up to the same number of "T.A.D.P.O.L.E."(s) in your Graveyard.



The effect of “Des Frog” is a Trigger Effect that can be chained to. It activates when “Des Frog” is Tribute Summoned successfully.



Count the number of “T.A.D.P.O.L.E.(s)” when you resolve this effect, not when it activates.



If you activate the effect of “Des Frog” but have no “Des Frogs” in your hand or Deck, your opponent can check to confirm.



T.A.D.P.O.L.E. [Effect Monster] CRV-EN027



TEXT: When this card on your side of the field is destroyed as a result of battle and sent to your Graveyard, you can add any "T.A.D.P.O.L.E."(s) from your Deck to your hand. Then shuffle your Deck.



If you choose to activate the effect of “T.A.D.P.O.L.E.”, it can be chained to. If you activate the effect, you must add “T.A.D.P.O.L.E.(s)” to your hand.



Poison Draw Frog [Effect Monster] CRV-EN028



TEXT: When this face-up card on the field is sent to the Graveyard (unless it was attacked while face-down and destroyed as a result of battle), you can draw 1 card from your Deck.



If “Poison Draw Frog” is destroyed by “Acid Trap Hole”, you can draw 1 card.



When a face-up “Poison Draw Frog” equipped to “Relinquished” is sent to the Graveyard, you can draw 1 card.



Tyranno Infinity [Effect Monster] CRV-EN029



TEXT: The original ATK of this card becomes the number of your Dinosaur-Type monsters that are removed from play x 1000 points.



The ATK of “Tyranno Infinity” changes according to the current number of your Dinosaur removed from play.



Remember that monsters removed from play go to the “removed zone” of the owner, even if controlled by the opponent, and even if they will return to the opponent’s side of the field later because of “Interdimensional Matter Transporter” or “Dimensionhole”.



If “Tyranno Infinity” is equipped with “Megamorph” and the number of removed from play Dinosaurs changes, first change the original ATK of “Tyranno Infinity”, and then double or halve for “Megamorph”.



Batteryman C [Effect Monster] CRV-EN030



TEXT: If all "Batteryman C"(s) on your side of the field are in Attack Position, increase the ATK of all Machine-Type monsters on your side of the field by 500 points for each "Batteryman C" on your side of the field. If all "Batteryman C"(s) on your side of the field are in Defense Position, increase the DEF of all Machine-Type monsters on your side of the field by 500 points for each "Batteryman C" on your side of the field.



If you have 2 “Batterymen C” on the field in Attack Position, each of your Machines gains +1000 ATK. If you have 3 “Battermen C” on the field in Attack Position, each of your Machines gains +1500 ATK. (NOT +4500!!!)



A “Batteryman C” equipped to “Relinquished” is not in Attack or Defense Position so it will not be counted for the effect of “Batteryman C”.



If “Batteryman C” is changed to Machine-Type, it will itself gain the ATK bonus.



Ebon Magician Curran [Effect Monster] CRV-EN031



TEXT: During your Standby Phase, inflict 300 points of damage to your opponent's Life Points for each monster on your opponent's side of the field.



The effect of “Ebon Magician Curran” is a Trigger Effect that can be chained to.



Count the number of monsters on the opponent’s side of the field when you resolve the effect of “Ebon Magician Curran”, not when it activates.



If “Ebon Magician Curran” is Special Summoned during the Standby Phase while “King Tiger Wanghu” is on the field, both Trigger Effects activate immediately and form a chain.



D.D.M.-Different Dimension Master [Effect Monster] CRV-EN032



TEXT: Discard 1 Spell Card from your hand. Special Summon 1 of your monsters that is currently removed from play. You can only activate this effect once per turn, during your Main Phase.



Discarding a Spell Card is a cost. The effect of this monster targets a face-up monster that is removed from play. If “D.D.M. – Different Dimension Master” is flipped face-down or removed from the field, its effect resets and you can use it again that same turn if you can get him face-up on the field again.



If the opponent chains “Book of Moon” to his effect and flips “D.D.M. – Different Dimension Master” face-down, you still resolve his effect.



You cannot Special Summon a monster that was removed from play face-down using “Lightforce Sword” or “Different Dimension Capsule”.



“D.D.M. – Different Dimension Master” can Special Summon monsters in the “removed zone” of its controller. If your opponent controls your monster because of “Creature Swap” and it is removed from play, you can Special Summon it with “D.D.M. – Different Dimension Master” because it is in your removed zone. When the effect of “D.D.M. – Different Dimension Master” is used, the target monster is Special Summoned to the field of the player who controls “D.D.M. – Different Dimension Master”.



UFOroid Fighter [Fusion/Effect Monster] CRV-EN034



TEXT: "UFOroid" + 1 Warrior-Type monster

A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. The original ATK and DEF of this card become equal to the combined original ATK of the 2 Fusion Material Monsters you used for the Fusion Summon of this card.



If “UFOroid Fighter” is Special Summoned with “Cyber-Stein” or “Metamorphosis”, its original ATK & DEF will be zero.



If “UFOroid Fighter” is Special Summoned with “Power Bond”, first apply the effect of “UFOroid Fighter” to determine its original ATK & DEF, and then apply the ATK increase of “Power Bond”.



If “UFOroid Fighter” is on the field, and then “Skill Drain” is activated, the original ATK & DEF will be zero, and will remain zero even if “Skill Drain” is destroyed or negated.



You can Special Summon “UFOroid Fighter” using “UFOroid” and a monster that was changed to Warrior-Type with “DNA Surgery”, etc.



Cyber Twin Dragon [Fusion/Effect Monster] CRV-EN035



TEXT: "Cyber Dragon" + "Cyber Dragon"

A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. This card can attack twice during the same Battle Phase.



You can Special Summon “Cyber Twin Dragon” with “Cyber-Stein” or “Metamorphosis”.



Cyber End Dragon [Fusion/Effect Monster] CRV-EN036



TEXT: "Cyber Dragon" + "Cyber Dragon" + "Cyber Dragon"

A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points.



You can Special Summon “Cyber End Dragon” with “Cyber-Stein” or “Metamorphosis”.



Power Bond [Normal Spell Card] CRV-EN037



TEXT: Send, from your hand or your side of the field to the Graveyard, Fusion Material Monsters that are listed on a Machine-Type Fusion Monster Card, and Special Summon that Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon). Increase the ATK of this Special Summoned Fusion Monster by an amount equal to its original ATK. During the End Phase of this turn, the player who activated this card takes damage equal to the original ATK of the Special Summoned monster.



The ATK bonus for “Power Bond” lasts as long as the Fusion Monster is face-up on the field. If it is flipped face-down or removed from the field, the ATK increase disappears.



The ATK bonus for “Power Bond” is not a fixed number. It is a bonus equal to the original ATK. So if the original ATK changes, so does the bonus from “Power Bond”. For example, if you equip the Fusion Monster with “Megamorph” to change the original ATK, the bonus ATK for “Power Bond” adjusts so that the bonus is equal to the new original ATK. For example, if you Summon “Cyber End Dragon” and then equip it with “Megamorph” while your Life Points are lower, its original ATK will become 8000, so it gains an additional 8000 ATK from “Power Bond” for 16000 ATK total.



You cannot use “Barrel Behind the Door” against the damage from “Power Bond” because the damage happens much later than the activation of the “Power Bond” card.



Even if the Fusion Monster is removed from the field or flipped face-down, you cannot negate the effect of “Power Bond” and the player will still take damage equal to the original ATK.



The damage you take because of “Power Bond” is equal to the original ATK of the Fusion Monster at the time the monster is Special Summoned. If the Fusion Monster has its original ATK changed, this does not affect the damage inflicted by “Power Bond”.



If you Fusion Summon “UFOroid Fighter” with 3000 ATK, and then later in the turn “Skill Drain” is activated, reducing its ATK to 0, you will still take 3000 points of damage during the End Phase. If you send “UFOroid Fighter” to the Graveyard so that its effect resets and its original ATK becomes zero, you still take damage equal to its original ATK at the time it was Special Summoned by “Power Bond”.



You can prevent the damage from “Power Bond” with “Des Wombat”.



If “Non-Spellcasting Area” is active and “Power Bond” is used to Special Summon a Fusion Monster that has no effect, the Fusion Monster will not gain the ATK bonus from “Power Bond”, but the controller will still take damage for “Power Bond” (because the player is not a non-Effect Monster Card).

TheRockBoS
08-04-2005, 08:48 PM
Here's the other half:

Fusion Recovery [Normal Spell Card] CRV-EN038



TEXT: Add 1 "Polymerization", and 1 Fusion Material Monster that was used for a Fusion Summon, from your Graveyard to your hand.



You can use “Fusion Recovery” to retrieve a Fusion Material Monster that was used with “Power Bond” or “Fusion Gate” or “Polymerization”.



You can use “Fusion Recovery” to retrieve a fusion substitute monster like “King of the Swamp” or “Goddess with the Third Eye” as long as it was used in a Fusion Summon.



“Fusion Recovery” targets 1 monster and 1 “Polymerization” in the Graveyard (so it will be negated by “Necrovalley” or “The End of Anubis”).



If 1 of the targeted cards is no longer in the Graveyard when this effect resolve, you still resolve the rest of the effect as best you can.



Miracle Fusion [Normal Spell Card] CRV-EN039



TEXT: Remove from play, from your side of the field or your Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card that includes "Elemental Hero" in its card name, and Special Summon that Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon).



If “Kycoo the Ghost Destroyer” is on your opponent’s side of the field, you can activate “Miracle Fusion” if all the Fusion Material Monsters are on the field; however, if any of them are in the Graveyard, you cannot activate it.



“Miracle Fusion” is a card that targets monsters, either on the field and/or in the Graveyard.



Dragon’s Mirror [Normal Spell Card] CRV-EN040



TEXT: Remove from play, from your side of the field or your Graveyard, Fusion Material Monsters that are listed on a Dragon-Type Fusion Monster Card, and Special Summon that Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon).



If “Kycoo the Ghost Destroyer” is on your opponent’s side of the field, you can activate “Dragon’s Mirror” if all the Fusion Material Monsters are on the field; however, if any of them are in the Graveyard, you cannot activate it.



“Dragon’s Mirror” is a card that targets monsters, either on the field and/or in the Graveyard.



System Down [Normal Spell Card] CRV-EN041



TEXT: Pay 1000 Life Points. Remove from play all Machine-Type monsters on your opponent's side of the field and in their Graveyard.



“System Down” does not remove face-down Machines.



“Kycoo the Ghost Destroyer” will prevent Machines in the Graveyard from being removed from play for “System Down”, but Machines on the field can still be removed from play by its effect.



If your opponent has no Machines in the Graveyard and no Machines on the field, you cannot activate “System Down”.



If “Heavy Mech Support Platform” is equipped to a Machine when “System Down” is activated, the equipped monster is removed from play but “Heavy Mech Support Platform” is just destroyed and sent to the Graveyard.



Des Croaking [Normal Spell Card] CRV-EN042



TEXT: You can only activate this card when there are 3 face-up "Des Frog" on your side of the field. Destroy all cards on your opponent's side of the field.



The need for 3 “Des Frogs” is only a condition of activation. If an effect is chained that removes 1 of the 3 “Des Frogs”, the effect of “Des Croaking” still resolves normally.



Pot of Generosity [Normal Spell Card] CRV-EN043



TEXT: Return 2 cards from your hand to your Deck. Then shuffle your Deck.



You return cards to the Deck when you resolve the effect (it’s not a cost).



You cannot activate “Pot of Generosity” if you have only 1 card in your hand besides “Pot of Generosity”.



If an effect is chained to “Pot of Generosity” so that you only have 1 or 0 cards in your hand, the effect of “Pot of Generosity” disappears. Do not return cards to the Deck and do not shuffle.



You can chain “Serial Spell” to “Pot of Generosity”, but you will have no hand so both effects will disappear.



Shien’s Spy [Normal Spell Card] CRV-EN044



TEXT: Select 1 face-up monster on your side of the field to activate this card. Until the End Phase of this turn, shift control of the selected monster to your opponent.



If you use “Shien’s Spy” on “Silent Swordsman LV5”, it returns to your control during the End Phase as normal.



If you chain “Book of Moon” to “Shien’s Spy” to flip the target face-down, the monster still switches to the opponent and returns in the End Phase as normal.



If a monster switches sides because of “Shien’s Spy” and is then flipped face-down, it still returns in the End Phase as normal.



When a monster returns to the controller during the End Phase for the effect of “Shien’s Spy”, this is not an effect that can be chained to.



Transcendent Wings [Quick-Play Spell Card] CRV-EN045



TEXT: Send to the Graveyard 1 "Winged Kuriboh" from your side of the field and 2 cards from your hand. Special Summon 1 "Winged Kuriboh LV10" from your hand or Deck.



You can send a face-down “Winged Kuriboh” to the Graveyard to activate the effect of “Transcendent Wings”.



You can activate “Transcendent Wings” even if there is no “Winged Kuriboh LV10” in your hand or Deck, but you must show your Deck to the opponent if they want to confirm.



Bubble Shuffle [Quick-Play Spell Card] CRV-EN046



TEXT: You can only activate this card when there is a face-up "Elemental Hero Bubbleman" on the field. Change 1 "Elemental Hero Bubbleman" in face-up Attack Position on your side of the field and 1 monster in face-up Attack Position on your opponent's side of the field to Defense Position. Tribute the "Elemental Hero Bubbleman" that was changed to Defense Position and Special Summon 1 monster from your hand that includes "Elemental Hero" in its card name.



“Bubble Shuffle” is an effect that targets 2 monsters.



If either target of “Bubble Shuffle” is changed to Defense Position or removed from the field before “Bubble Shuffle” resolves, the entire effect of “Bubble Shuffle” disappears.



You can target the opponent’s “Elemental Hero Bubbleman” with “Soul Exchange” and Tribute it for “Bubble Shuffle”.



If there is no monster in your hand with “Elemental Hero” in the card name, you cannot activate “Bubble Shuffle”.



You need a face-up Attack Position “Elemental Hero Bubbleman” on the field to activate “Bubble Shuffle”. If he’s in Defense Position you cannot activate it.



Spark Blaster [Equip Spell Card] CRV-EN047



TEXT: You can only equip this card to "Elemental Hero Sparkman". During the Main Phase of your turn, you can change the battle position of 1 face-up monster. After you use this effect 3 times, destroy this card.



“Spark Blaster” targets.



You can activate the effect of “Spark Blaster” multiple times in the same Main Phase. You can activate the effect of “Spark Blaster” during the same turn you played it from your hand.



You can chain to “Spark Blaster” when its effect is used. After its effect is used 3 times, you cannot chain to the destruction of “Spark Blaster”.



If “Silent Swordsman LV7” is on the field when “Spark Blaster’s” effect is used for the third time, “Spark Blaster” is still destroyed normally.



If you chain to the effect of “Spark Blaster” with “Emergency Provisions” and send “Spark Blaster” to your Graveyard, because “Spark Blaster” is no longer on the field its effect disappears.



Skyscraper [Field Spell Card] CRV-EN048



TEXT: When a monster that includes "Elemental Hero" in its card name attacks, if its ATK is lower than the ATK of the attack target, increase the ATK of the attacking monster by 1000 points during damage calculation only.



The ATK increase of “Skyscraper” is a Continuous Effect and does not start a chain.



If “Skyscraper” is on the field and you attack a Defense Position monster with an “Elemental Hero” that has ATK lower than the ATK of the Defense Position monster, the “Elemental Hero” gains +1000 ATK even though it was attacking a Defense Position monster.



If your opponent’s monster’s ATK is increased during the damage step, like “Injection Fairy Lily” or “Covering Fire”, your “Elemental Hero” will gain the +1000 ATK for “Skyscraper”.



Spiritual Earth Art – Kurogane [Normal Trap Card] CRV-EN050



TEXT: Tribute 1 EARTH monster on your side of the field. Special Summon 1 Level 4 or lower EARTH monster from your Graveyard, except the Tributed monster.



Tributing a monster is a cost for “Spiritual Earth Art – Kurogane”.



You can Tribute a face-down EARTH monster for the cost of “Spiritual Earth Art – Kurogane”.



“Spiritual Earth Art – Kurogane” is an effect that targets 1 monster in your Graveyard. (So it will be negated by “Necrovalley” or “The End of Anubis”).



Spiritual Wind Art – Miyabi [Normal Trap Card] CRV-EN053



TEXT: Tribute 1 WIND monster on your side of the field. Select 1 card on your opponent's side of the field, and return it to the bottom of the owner's Deck.



“Spiritual Wind Art – Miyabi” is an effect that targets.



If you target the opponent’s Fusion Monster for “Spiritual Wind Art – Miyabi”, the Fusion Monster is placed on the bottom of the Fusion Deck. (Oh no!)



A Rival Appears! [Normal Trap Card] CRV-EN054



TEXT: Select 1 face-up monster on your opponent's side of the field. Special Summon from your hand 1 monster that has the same Level as the selected monster.



For the effect of “A Rival Appears!”, refer to the levels of the monster on the field and the monster in the hand at the time “A Rival Appears!” resolves (for purposes of “Cost Down”, “Level Conversion Lab”, “Mystical Space Typhoon” in a chain destroying “Demotion”, etc.)



If the opponent’s monster is face-down or not on the field when “A Rival Appears!” resolves, then its effect disappears.



If you do not have a monster of the same level as the target, you cannot activate “A Rival Appears!”



Magical Explosion [Normal Trap Card] CRV-EN055



TEXT: You can only activate this card when you have no cards in your hand. Inflict 200 points of damage to your opponent's Life Points for each Spell Card in your Graveyard.



Count the number of Spell Cards in the Graveyard at the time “Magical Explosion” resolves.



Rising Energy [Normal Trap Card] CRV-EN056



TEXT: Discard 1 card from your hand. Increase the ATK of 1 face-up monster on the field by 1500 points until the End Phase of this turn.



You can activate “Rising Energy” during the damage step.



Discarding 1 card is a cost to activate “Rising Energy”.



D.D. Trap Hole [Normal Trap Card] CRV-EN057



TEXT: You can only activate this card when your opponent Sets 1 monster in Defense Position. Destroy and remove from play the Set monster and 1 monster on your side of the field.



“Set”, as a verb (as in the first sentence of “D.D. Trap Hole”), means placing a monster face-down. So you can activate “D.D. Trap Hole” when your opponent Sets a monster from the hand, or Special Summons a monster face-down with “The Shallow Grave”, or flips his monster face-down with a card effect.



“Set”, as an adjective (as in the second sentence of “D.D. Trap Hole”), means a face-down monster. So if “Ceasefire” is chained to “D.D. Trap Hole”, the effect of “D.D. Trap Hole” disappears because the opponent’s monster is no longer Set.



If either targeted monster is removed from play before “D.D. Trap Hole” resolves, then the effect of “D.D. Trap Hole” disappears.



You cannot activate “D.D. Trap Hole” during the damage step.



If your opponent Sets more than 1 monster simultaneously, as with “Cyber Jar”, you cannot activate “D.D. Trap Hole”. You can only activate it when your opponent Sets 1 (and only 1) monster. (In the case of “The Shallow Grave” your opponent is only Setting 1 monster, even though you are Setting 1 too. So you can activate “D.D. Trap Hole”.)



You can select a Token as your monster to destroy and remove from play from your side of the field for “D.D. Trap Hole”.



“D.D. Trap Hole” is an effect that targets. It targets 1 of your monsters and your opponent’s monster that was just Set.



If you select your monster equipped with “Heavy Mech Support Platform” for your monster to destroy with “D.D. Trap Hole”, then “Heavy Mech Support Platform” is destroyed instead and is sent to the Graveyard. Your opponent’s monster is destroyed and removed from play.



Conscription [Normal Trap Card] CRV-EN058



TEXT: Pick up the top card of your opponent's Deck. If the picked-up card can be Normal Summoned, Special Summon it to your side of the field. If not, add that card to your opponent's hand.



Both players get to see the card picked up for “Conscription”.



If your Monster Card Zones are full, you can activate “Conscription”, and if you pick up a monster you can Normal Summon, it is destroyed and sent to the Graveyard.



If you pick up a Spirit Monster, it cannot be Special Summoned so it is added to your opponent’s hand.



If you pick up “Rare Metal Dragon” for “Conscription”, it is added to your opponent’s hand.



If you cannot Summon because you activated “Scapegoat” or “Stray Lambs” that turn, you cannot activate “Conscription”.



You can use “Royal Oppression" to negate the Special Summon of “Conscription”.



Dimension Wall [Normal Trap Card] CRV-EN059



TEXT: You can only activate this card when your opponent declares an attack with a monster. Instead of you, your opponent takes the Battle Damage you would have taken as a result of this battle.



The effect of “Dimension Wall” is applied during damage calculation and cannot be chained to.



If your opponent already activated “Waboku” this turn, then they cannot take battle damage, so you cannot activate “Dimension Wall”. However, you can chain “Dimension Wall” to “Waboku” if the timing is appropriate.



If “Don Zaloog” attacks and “Dimension Wall” is used, neither player gets the effect of “Don Zaloog”.



“Dimension Wall” is not an effect that targets.



Prepare to Strike Back [Continuous Trap Card] CRV-EN060



TEXT: Each time your opponent declares an attack on a face-up Defense Position monster, toss a coin and call it. If you call it right, change the targeted face-up Defense Position monster to Attack Position. If you call it wrong, the controller of this card takes damage equal to the difference between the ATK of the attacking monster and the DEF of the attacked monster.



The effect of “Prepare to Strike Back” can be chained to.



The damage from “Prepare to Strike Back” is effect damage, not battle damage.



“Prepare to Strike Back” does not target.



If an effect is chained to “Prepare to Strike Back” that flips the monster face-down, the effect of “Prepare to Strike Back” is not applied.



Embodiment of Apophis [Continuous Trap Card] SP1-EN003



TEXT: You can only activate this card during a Main Phase. After activation, this card is treated as a Normal Monster Card (Reptile-Type/EARTH/Level 4/ATK 1600/DEF 1800), and is Special Summoned to your Monster Card Zone. (This card is also still treated as a Trap Card.)



Once “Embodiment of Apophis” has been activated, it takes up 1 Monster Card Zone and 1 Spell & Trap Card Zone. The physical location of “Embodiment of Apophis” should be on the Monster Card Zones, however.



If your Monster Card Zones are all full you cannot activate “Embodiment of Apophis”. If your Spell & Trap Card Zones are all full you cannot take control of your opponent’s “Embodiment of Apophis” because you will need 1 Monster Card Zone and 1 Spell & Trap Card Zone for it.



If your opponent has no vacant Spell & Trap Card Zones, you cannot give them “Embodiment of Apophis” for “Creature Swap”. If “Embodiment of Apophis” is your only monster in such a case, neither player can activate “Creature Swap”.



You can activate “Embodiment of Apophis” during your opponent’s Main Phase, or your own.



While “Embodiment of Apophis” is a monster, it is still treated as a Trap Card and can be destroyed by “Heavy Storm” or “Mystical Space Typhoon”.



If an effect that destroys Trap Cards is used against “Embodiment of Apophis”, you can use “Fake Trap” to prevent it from being destroyed. When preventing the destruction of “Embodiment of Apophis”, you must be using a card of the appropriate type. You cannot use “My Body as a Shield” to rescue it from “Heavy Storm”. You cannot use “Fake Trap” to rescue it from “Raigeki”. You can use “Riryoku Field” when “Embodiment of Apophis” is targeted by “Snatch Steal”, but not when it’s targeted by “Mystical Space Typhoon”. You can use any of these effects to protect “Embodiment of Apophis” from “Raigeki Break” because “Raigeki Break” can destroy a Monster card or a Trap Card.



vs. “Jinzo”: If “Emodiment of Apophis” is a monster, and “Jinzo” or “Royal Decree” is played, “Embodiment of Apophis” cannot remain as a monster and is placed face-up in the Spell & Trap Card Zone, where it remains on the field meaninglessly (even if “Jinzo” leaves play later). If “Royal Decree” is chained to the activation of “Embodiment of Apophis”, the effect of “Embodiment of Apophis” is negated and it remains on the field in the Spell & Trap Card Zone meaninglessly.



If “Embodiment of Apophis” attacks a face-down “Jinzo”, once “Jinzo” is flipped face-up, “Embodiment of Apophis” reverts to a Trap Card. Damage calculation is not applied.



If “Embodiment of Apophis” is a monster, and is flipped face-down, it goes back to the Spell & Trap Card Zone as a Trap Card (vertically, since Trap Cards do not have battle positions). You cannot activate “Embodiment of Apophis” that same turn, because it is a Trap Card that was just Set.



When “Embodiment of Apophis” is sent to the Graveyard, it is sent as a Trap Card and remains treated as a Trap Card. You cannot revive it with “Monster Reborn” or retrieve it with “Return of the Doomed”. It will not trigger “Last Will”. You cannot activate “Michizure”. It will not be Special Summoned by “Red-Moon Baby”. No damage is inflicted by “KA-2 Des Scissors” or “Inferno” or “Fatal Abacus”. “Emes the Infinity” does not increase its ATK. No Life Points are increased by “Absorbing Kid from the Sky”. You would not gain Life Points for “Altar for Tribute”. (You can, however, now add it back to your hand with “Mask of Darkness”.)



If your opponent controls your “Embodiment of Apophis” as a monster with “Snatch Steal” or “Creature Swap”, and it is flipped face-down, it goes to your opponent’s Spell & Trap Card Zone because he is the controller.



If your opponent controls your “Embodiment of Apophis” as a monster with “Snatch Steal”, and “Jinzo” is Summoned, it returns to your Spell & Trap Card Zone and remains there meaninglessly. If your opponent controls your “Embodiment of Apophis” as a monster because of “Creature Swap”, and “Jinzo” is Summoned, it is placed on your opponent’s Spell & Trap Card Zone and remains there meaninglessly.



“Embodiment of Apophis” is considered a Normal Monster. It does not inflict damage for “Ceasefire”. You can use “Delta Attacker” if you have 3 “Embodiment of Apophis” monsters. You can Tribute “Embodiment of Apophis” for “Sword of the Soul-Eater” while it is a monster.



If “Non-Spellcasting Area” is active, “Embodiment of Apophis” cannot be destroyed by “Raigeki”, etc., but can still be destroyed by “Heavy Storm” or “Mystical Space Typhoon”.



“Embodiment of Apophis”, while a monster, has original ATK 1600 and original DEF 1800 (for purposes of “Megamorph”, etc.).



You can negate the activation of “Embodiment of Apophis” by chaining “Solemn Judgment” or “7 Tools of the Bandit” or “Royal Oppression”, but you cannot use these against it once it is a monster.



When “Embodiment of Apophis” is Special Summoned, you can activate “Torrential Tribute” just like with any other Summon.

You can use “Chain Destruction” when “Embodiment of Apophis” is Special Summoned, and “Chain Destruction” will destroy all copies of “Embodiment of Apophis” in the hand and Deck even though they are Trap Cards.



You can use “Embodiment of Apophis” as a Tribute once it is a monster. You cannot Tribute it for a Ritual Summon, etc., while it is in your hand.



If “Embodiment of Apophis” is a monster and “Morphing Jar #2” is activated, “Embodiment of Apophis” is shuffled into the Deck as a Trap Card, so it does NOT count towards the number of monsters you need to pick up. (Also, if you pick up “Embodiment of Apophis” for the effect of “Morphing Jar #2”, it is not counted as a monster and will be one of the cards sent to the Graveyard.)



If you pick up “Embodiment of Apophis” for “Cyber Jar”, it is added to your hand.



If “Embodiment of Apophis” is a monster and is equipped to “Relinquished”, “Embodiment of Apophis” is treated as any other monster equipped to “Relinquished”, and “Relinquished” gets 1600 ATK and 1800 DEF.



If “Embodiment of Apophis” is a monster, “Giant Trunade” will still return it to the owner’s hand.



When “Embodiment of Apophis” is a monster, and is returned to the hand by “Penguin Soldier”, etc., it is returned as a Trap Card. So you cannot activate “Major Riot”.



You can target “Embodiment of Apophis” with “Monster Recovery” while it is a monster, and return it to the Deck.



If “Embodiment of Apophis” is a monster, and you use “Magical Hats” with it, it returns to your Spell & Trap Card Zone face-down. The other effects of “Magical Hats” apply normally.



If “Embodiment of Apophis” battles “D.D. Warrior Lady” and her effect is activated, both will be removed from play.



If you select “Embodiment of Apophis” as your monster for “Last Turn”, it is not sent to the Graveyard even though “Last Turn” sends all other cards to the Graveyard.



If you control “Theban Nightmare” and “Embodiment of Apophis”, you control a Trap Card so the effect of “Theban Nightmare” cannot be applied.



If you change “Embodiment of Apophis” to Machine-Type and use “Limiter Removal”, then “Jinzo” is Summoned later that turn and “Embodiment of Apophis” switches back to a Trap Card, “Embodiment of Apophis” is not destroyed in the End Phase by “Limiter Removal”.



If you use “Dimensionhole” or “Interdimensional Matter Transporter” against “Embodiment of Apophis”, it returns to the field as a Trap Card and is destroyed immediately. If “Dimensionhole” was used, you cannot use the Monster Card Zone while “Embodiment of Apophis” is removed from play, but you can use the Spell & Trap Card Zone it was occupying.

gateguardian44
09-30-2005, 12:46 AM
Attention Judges,

Konami has recently made some reversals to 3 old rulings. All of the new rulings are listed below and can also be found on the official website.

Elemental Hero Flame Wingman

If your “Elemental Hero Flame Wingman” destroys a “Fusilier Dragon, the Dual-Mode Beast” that was Summoned without Tribute, inflict 2800 damage to your opponent’s Life Points.


Deck Devastation Virus

You can Tribute a face-down DARK monster with 2000 ATK for the cost of this card.


Lava Golem

If you Special Summon "Lava Golem" onto your opponent’s side of the field they can activate "Bottomless Trap Hole" since you performed the Summon. You could not activate "Bottomless Trap Hole" even though the "Lava Golem" will be on their side of the field.

Seems there are 3 reversal rulings... I like the second one... Book of Moon my Jinzo, DDV can help me out!

TheRockBoS
11-02-2005, 05:23 PM
Advanced Damage Step chart:

http://lists.upperdeck.com/read/messages?id=1757

By the way, anyone seeing this does NOT have permission to put this on another web page. Anyone seeing this does NOT have permission to copy it, email it, or print it out. If you want to send a link to where others can see it, that's fine.

Beatstick
11-04-2005, 12:02 PM
Rulings for Elemental Energy. Go nuts.

Greeting’s Judges!

This weekend is the Elemental Energy Sneak Preview and I want to thank all of
you who are giving your time to help out with the events. To make your job
easier, below you will find rulings for the cards from Elemental Energy. The
card text is given before each ruling so you know what you are looking at. These
rulings will also be available on the Card Rulings FAQ of the official website.

To those of you that are not judging at the event, I hope you are going to
participate and get your hands on the new booster and the promo card “Exchange
of the Spirit”! Find a location near you by visiting www.yugiohpreview.com

Thanks to all of you and good luck at the event!

Dan Scheidegger
Jr. Game Designer
Yu-Gi-Oh! TCG R&D
Upper Deck Entertainment

006 King's Knight Warrior/Effect
While "Queen's Knight" is on your side of the field, when this card is Normal
Summoned, you can Special Summon 1 "Jack's Knight" from your Deck.

When “King’s Knight” is Normal Summoned, its Trigger Effect starts a chain if
“Queen’s Knight” is on the field. If the opponent chains “Torrential Tribute” to
destroy “King’s Knight” and “Queen’s Knight” you still Special Summon “Jack’s
Knight”.

The effect of “King’s Knight” can only activate if it is Normal Summoned. Not if
it is Flip Summoned, Special Summoned, or Set.

008 Elemental Hero Wildheart Warrior/Effect
This card is unaffected by the effects of Trap Cards.

This card is unaffected by the effects of Trap Cards, but it still may be the
target of Trap Cards. For example, you can activate “Two-Pronged Attack” and
target your “Elemental Hero Wildheart”, another of your monsters, and the
opponent’s monster. When “Two-Pronged Attack” resolves, the other 2 monsters
will be destroyed. “Elemental Hero Wildheart” will remain on the field.

If you attack with “Elemental Hero Wildheart” and the opponent activates
“Widespread Ruin”, if “Elemental Hero Wildheart” is your monster with the
highest ATK, no monster will be destroyed by the effect of “Widespread Ruin”. If
the opponent activates “Mirror Force”, “Elemental Hero Wildheart” will not be
destroyed, but all your other Attack Position monsters will be destroyed. If the
opponent activates “Negate Attack”, his attack will not be negated, and the
Battle Phase will not end. If the opponent activates “Magic Cylinder”, his
attack will not be negated and no Effect Damage will be dealt.

You may activate “Torrential Tribute” when “Elemental Hero Wildheart” is
Summoned, and when it resolves all monsters (except “Elemental Hero Wildheart”)
will be destroyed.

You can Special Summon “Elemental Hero Wildheart” with “Call of the Haunted”. He
will not be destroyed if “Call of the Haunted” is later removed from the field.

You can Special Summon “Elemental Hero Wildheart” with “Return from the
Different Dimension” and it will not be removed from play during the End Phase.

If “Waboku” is activated, its effect is still applied to any damage calculation
involving “Elemental Hero Wildheart”. This is because “Waboku” is affecting the
damage and is not affecting “Elemental Hero Wildheart”.

For “Elemental Hero Wildheart” vs. “Skill Drain”, whichever effect was active on
the field first takes precedence. So if “Elemental Hero Wildheart” is on the
field and “Skill Drain” is activated, his effect is not negated. But if “Skill
Drain” is on the field and “Elemental Hero Wildheart” is Summoned, his effect is
negated by “Skill Drain” as long as “Skill Drain” remains on the field.

009 Reborn Zombie Zombie/Effect
While you have no cards in your hand, this card is not destroyed as a result of
battle while in Attack Position. (Damage calculation is applied normally.)

This card’s effect is a Continuous Effect.

For “Reborn Zombie”’s effect, you look at the number of cards in your hand at
Damage Calculation. So if you have no cards in your hand and the opponent
attacks your Attack Position “Reborn Zombie” with “The Bistro Butcher”, your
monster will not be destroyed. Then you will draw the 2 cards when the effect of
“The Bistro Butcher” resolves.

010 Chthonian Soldier Warrior/Effect
When this card is destroyed by your opponent's attacking monster and sent to the
Graveyard, inflict the Battle Damage you took from this battle to your
opponent's Life Points as well.

The damage dealt by this card’s effect is Effect Damage, not Battle Damage.

This card’s effect is a Trigger Effect. It activates in the Graveyard.

If the opponent takes control of your “Chthonian Soldier” with “Snatch Steal”
and you attack it next turn, its effect will not activate because when it is
sent to your Graveyard, it was not your opponent’s monster that attacked it.

012 Infernal Incinerator Fiend/Effect
This card can only be Normal Summoned or Set by discarding all card(s) in your
hand to the Graveyard except this card, as well as Tributing 1 card with ATK
2000 or higher from your side of the field. Increase the ATK of this monster by
200 points for each monster on your opponent's side of the field. Decrease the
ATK of this card by 500 points for each monster on your side of the field,
except this card.

Discarding your hand is a cost to Normal Summon or Set this card. It will not
activate the effect of a card like “Goldd, Wu-Lord of Dark World”.

You must have at least 1 other card in your hand, besides “Infernal
Incinerator”, to discard when your Normal Summon or Set “Infernal Incinerator”.

This card can be Special Summoned (even from your Deck, with a card like
“Monster Gate”). You do not have to discard your hand when you Special Summon
this card.

When you Normal Summon or Set “Infernal Incinerator”, it does not start a chain
even though you are using the monster’s effect to do so.

013 Hydrogeddon Dinosaur/Effect
When this card destroys an opponent's monster as a result of battle and sends it
to the Graveyard, you can Special Summon 1 "Hydrogeddon" from your Deck.

If this card battles a monster with equal ATK, and both are destroyed, you
cannot Special Summon a “Hydrogeddon” from your Deck.

014 Oxygeddon Dinosaur/Effect
When this card is destroyed as a result of battle with a Pyro-Type monster and
sent to the Graveyard, inflict 800 points of damage to both players' Life
Points.

This card’s effect is a Trigger Effect. It can be chained to with “Barrel Behind
the Door”.

015 Water Dragon Sea Serpent/Effect
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned
except by the effect of "Bonding - H2O". While this card is face-up on the
field, the ATK of FIRE monsters and Pyro-Type monsters become 0. When this card
is destroyed and sent to the Graveyard, you can Special Summon 2 "Hydrogeddon"s
and 1 "Oxygeddon" from your Graveyard.

When this card on the field is destroyed and sent to the Graveyard, its Optional
Trigger Effect activates. You must have at least 2 “Hydrogeddon” and 1
“Oxygeddon” in your Graveyard to target, otherwise the effect will not activate.
If you have 3 correct targets, the opponent can chain “Disappear” to remove from
play 1 of the monsters, but the other 2 will still be Special Summoned.

The effect of “Water Dragon” that activates when it is destroyed targets 2
“Hydrogeddon” and 1 “Oxygeddon” in the Graveyard.

If you do not have 3 open Monster Card Zones after “Water Dragon” is sent to the
Graveyard, you cannot activate its effect.

If “Water Dragon” was face-down on the field when it was destroyed and sent to
the Graveyard, you can still activate its effect.

Missing the Timing: If “Water Dragon” is destroyed by an effect in the middle of
a chain, you will miss the timing and cannot Special Summon the 3 monsters from
your Graveyard.

While “Water Dragon” is face-up on the field, either player can activate an
effect to increase the ATK of a FIRE or Pyro-Type monster, but the Continuous
Effect of “Water Dragon” will change it back to 0.

016 Etoile Cyber Warrior/Effect
If this card attacks your opponent's Life Points directly, increase the ATK of
this card by 500 points during the Damage Step only.

This card’s effect is a Continuous Effect that cannot be chained to.

018 Nanobreaker Machine/Effect
If this card attacks a face-up Level 3 or lower monster, destroy the monster
with this card's effect without applying damage calculation.

This card’s effect is a Trigger Effect that starts a chain.

019 Rapid-Fire Magician Spellcaster/Effect
While this card is face-up on the field, inflict 400 points of damage to your
opponent's Life Points each time you activate 1 Normal Spell Card.

This card’s effect is a Continuous Effect that cannot be chained to.

The 400 points of damage is inflicted after the effect of the Normal Spell Card
is resolved. So if the opponent had 300 Life Points, and you activated “Rain of
Mercy” while you had “Rapid-Fire Magician” face-up on the field, the opponent
would gain 1000 Life Points, and then take the 400 points of damage, leaving
them at 900 Life Points.

020-024 Dark World Monsters
The following rulings apply to “Beiige, Vanguard of Dark World”, “Broww,
Huntsman of Dark World”, “Sillva, Warlord of Dark World” and “Goldd, Wu-Lord of
Dark World”.

The effects of these cards are Trigger Effects that can be chained to.

These effects only activate if the cards are discarded by a card effect. They
will not activate if discarded for the cost of a card like “Lightning Vortex”,
“Raigeki Break”, “Tribe-Infecting Virus”, or “Infernal Incinerator”. They will
not activate if sent to the graveyard by a card effect like “Last Turn” or
“Chaos Emperor Dragon – Envoy of the End”.

If these cards are discarded by your opponent’s card effect, both parts of their
effects resolve in a single chain link. If “Divine Wrath” is chained to these
effects, it will negate both parts.

The effects of these cards activate in the Graveyard, so “Skill Drain” will not
negate their effects.

These effects can activate in the Damage Step, if discarded by the effect of a
card like “Don Zaloog”.

If these monsters are discarded by a card effect in the middle of a chain, or in
the middle of a card effect like “Dragged Down into the Grave”, their effects
will activate after the current chain resolves. They cannot miss the timing.

021 Broww, Huntsman of Dark World Fiend/Effect
If this card is discarded from the hand to the Graveyard by a card effect, draw
1 card from your Deck. If this card is discarded from the hand to the Graveyard
by your opponent's card effect, draw 1 more card from your Deck.

Also see rulings for “Dark World Monsters”.

If this card is discarded from your hand by the opponent’s card effect, you draw
both cards at the same time. If you had “Solemn Wishes” on the field, you would
only gain 500 Life Points.

023 Sillva, Warlord of Dark World Fiend/Effect
If this card is discarded from the hand to the Graveyard by a card effect,
Special Summon this card to your side of the field. If this card is discarded
from the hand to the Graveyard by your opponent's card effect, your opponent
selects 2 cards in their hand, and returns them to the bottom of their Deck in
any order.

Also see rulings for “Dark World Monsters”.

If this card is discarded from your hand by the opponent’s card effect, and they
only have 1 card in their hand, then you still can Special Summon “Sillva,
Warlord of Dark World”, but the other part of the effect will not resolve
because the opponent does not have 2 cards to select.

“Sillva, Warlord of Dark World” must be Special Summoned to resolve the second
part of his effect. If you cannot Summon him because you activated “Scapegoat”
that turn, or your Monster Card Zones are full, then the second part of his
effect does not resolve.

If the Special Summon of “Sillva, Warlord of Dark World” is negated with “Royal
Oppression”, the second part of his effect does not resolve.

If “Sillva, Warlord of Dark World” is discarded by your opponent’s card effect,
when his effect resolves, he is Special Summoned first, and then the second part
of his effect resolves. So the opponent cannot activate “Bottomless Trap Hole”
or “Torrential Tribute”; the timing is no longer correct. Also, you could not
draw a card for the effect of “Card of Safe Return”.

024 Goldd, Wu-Lord of Dark World Fiend/Effect
If this card is discarded from the hand to the Graveyard by a card effect,
Special Summon this card to your side of the field. If this card is discarded
from the hand to the Graveyard by your opponent's card effect, you can select up
to 2 cards on your opponent's side of the field and destroy them.

Also see rulings for “Dark World Monsters”.

The second part of this card’s effect targets 2 cards on the opponent’s side of
the field. If the opponent chains a card to remove 1 of the 2 targets, the other
targeted card is still destroyed.

“Goldd, Wu-Lord of Dark World” must be Special Summoned to resolve the second
part of his effect. If you cannot Summon him because you activated “Scapegoat”
that turn, or your Monster Card Zones are full, then the second part of his
effect does not resolve.

If the Special Summon of “Goldd, Wu-Lord of Dark World” is negated with “Royal
Oppression”, the second part of his effect does not resolve.

If “Goldd, Wu-Lord of Dark World” is discarded by your opponent’s card effect,
when his effect resolves, he is Special Summoned first, and then the second part
of his effect resolves. So the opponent cannot activate “Bottomless Trap Hole”
or “Torrential Tribute”; the timing is no longer correct. Also, you could not
draw a card for the effect of “Card of Safe Return”.

If monsters are targeted by “Goldd, Wu-Lord of Dark World”, the opponent can
chain “My Body as a Shield”.

If at least 1 Trap Card is targeted by “Goldd, Wu-Lord of Dark World”, then the
opponent can chain “Fake Trap” and the targeted Trap Card(s) will not be
destroyed.

031 VWXYZ-Dragon Catapult Cannon Machine/Fusion/Effect
"VW-Tiger Catapult" + "XYZ-Dragon Cannon"
This card can only be Special Summoned from your Fusion Deck by removing from
play the above cards on your side of the field. (You do not use
"Polymerization"). Once per turn, remove from play 1 card on your opponent's
side of the field. When this card attacks, you can change the battle position of
the attack-target monster. (Flip Effects are not activated at this time.)

This card’s first effect is not optional. If the opponent has any cards on their
side of the field, you must use this effect during your turn. This effect
targets and can be chained to.

If you select to remove a face-down Spell or Trap Card, and the opponent
activates it in a chain, the card will still be removed from play after it
resolves.

This card’s second effect targets the monster you attack. It is a Trigger Effect
that activates when you declare the attack, and it can be chained to.

If you attack a face-down Attack Position monster and activate this card’s
effect to change its Battle Position, the monster will be changed to face-up
Attack Position. If it has a Flip Effect it will not be activated, as stated on
the card.

Once properly Summoned by the method written in the text this card can be
Special Summoned from the Graveyard with effects like “Call of the Haunted” or
“Re-Fusion”.

032 Cyber Blader Warrior/Fusion/Effect
"Etoile Cyber" + "Blade Skater"
A Fusion Summon of this card can only be conducted with the above Fusion
Material Monsters. While your opponent controls only 1 monster, this card is not
destroyed as a result of battle. While your opponent controls only 2 monsters,
double the ATK of this card. While your opponent controls only 3 monsters, this
card negates the effects of your opponent's Spell, Trap, and Effect Monster
Cards.

“Cyber Blader” only has 1 of her 3 effects at any one time. For example, if the
opponent has 3 monsters, only her third effect applies, not the first or second
effects.

When applying the effect to double this card’s ATK, double the total amount. So
if you equip “Cyber Blader” with “Axe of Despair”, her ATK will become 6200.
(2100 + 1000) x 2 = 6200.

When the opponent has exactly 3 monsters, “Cyber Blader”’s effect only negates
the effects of Spell, Trap, and Effect Monster Cards that activate or are active
on the field. It will not negate the effect of “Sangan” or “D.D. Survivor”.

The effect of “Cyber Blader” changes immediately when the number of monsters the
opponent controls changes.
Example 1: The opponent controls “Gemini Elf” and “Dark Magician”. The opponent
attacks with their “Dark Magician”, attacking “Cyber Blader”, whose ATK is
currently doubled. The opponent activates “Mystik Wok” and Tributes their
“Gemini Elf” to gain 1900 Life Points. “Cyber Blader” now has 2100 ATK points,
so it does not destroy “Dark Magician”, but since the opponent has only 1
monster now, “Cyber Blader” is not destroyed as a result of battle, either.

Example 2: The opponent has 3 monsters on the field, 1 of them is “Exiled
Force”. The opponent Tributes “Exiled Force” to activate its effect and destroy
“Cyber Blader”. Now they only have 2 monsters on the field, so the effect of
“Exiled Force” is not negated and “Cyber Blader” is destroyed.

033 Elemental Hero Rampart Blaster Warrior/Fusion/Effect
"Elemental Hero Clayman" + "Elemental Hero Burstinatrix"
This monster cannot be Special Summoned except by Fusion Summon. While this card
is in face-up Defense Position, this card can attack your opponent's Life Points
directly. In that case, apply half the ATK of this card for damage calculation.

When using this card’s effect to attack from Defense Position, you apply half of
its current ATK. So if it equipped with “Axe of Despair”, you would apply 1500
ATK for damage calculation.

034 Elemental Hero Tempest Warrior/Fusion/Effect
"Elemental Hero Avian" + "Elemental Hero Sparkman" + "Elemental Hero Bubbleman"
This monster cannot be Special Summoned except by Fusion Summon. By sending 1
card (except this card) from your side of the field to the Graveyard, select 1
monster on your side of the field. While this card is face-up on the field, the
selected monster is not destroyed as a result of battle. (Damage calculation is
applied normally.)

This card’s effect is an Ignition Effect that targets. Sending 1 card from your
side of the field to the Graveyard is a cost to active the effect.

You cannot use a Monster Token for the cost because they are not sent to the
Graveyard.

You can use this effect multiple times, but the same monster cannot be targeted
with this effect twice.

“While this card is face-up on the field” means “while this Elemental Hero
Tempest is face-up on the field”. Not while the selected monster is face-up on
the field.

035 Elemental Hero Wildedge Warrior/Fusion/Effect
"Elemental Hero Wildheart" + "Elemental Hero Edgeman"
This monster cannot be Special Summoned except by Fusion Summon. This card can
attack all monsters on your opponent's side of the field once each.

This monster cannot attack the opponent directly after attacking a monster(s).

037 Pot of Avarice Spell
Select 5 Monster Cards from your Graveyard, then add them to your Deck and
shuffle it. After that, draw 2 cards from your Deck.

“Pot of Avarice” targets 5 monsters in your Graveyard. You cannot activate it
you do not have 5 or more monsters in your Graveyard.

If any of the 5 monsters targeted by “Pot of Avarice” are removed from the
Graveyard before its effect resolves, for example by “Disappear” or “Call of the
Haunted”, then the entire effect of “Pot of Avarice” disappears. You do not
shuffle the other monsters into your Deck and you do not draw 2 cards.

You can target Fusion Monsters in your Graveyard for “Pot of Avarice” and they
will be returned to your Fusion Deck.

You can chain “Serial Spell” to “Pot of Avarice”. You select 5 targets for “Pot
of Avarice”, and then when you chain “Serial Spell” you must select 5 targets.
You can select the same monsters, but if you do this then “Serial Spell” will
resolve first and shuffle some monsters back into the Deck, and then when the
original “Pot of Avarice” tries to resolves, there aren’t enough monsters left
so it will not resolve. Monster Cards you discard from your hand for the cost of
“Serial Spell” can be selected as targets for the “Serial Spell” copy of “Pot of
Avarice”.

038 Dark World Lightning Spell
Select 1 face-down card on the field and destroy it, and after that, select 1
card from your hand and discard it to the Graveyard.

The card targeted by “Dark World Lightning” must be face-down when “Dark World
Lightning” resolves in order to be destroyed. If you target a face-down Spell or
Trap Card, and the opponent activates it in a chain, then it will not be
destroyed by “Dark World Lightning”. If you target a face-down monster, and it
is flipped up in a chain by a card effect before “Dark World Lighting” resolves,
the monster is not destroyed.

If you do not destroy the targeted face-down card with the effect of “Dark World
Lightning” (such as if it is face-up as resolution, or if it is destroyed by
another effect first), you do NOT discard 1 card from your hand.

You cannot activate this card if you have no other cards in your hand. If an
effect is chained to “Dark World Lightning” that makes you discard all the cards
in your hand, then the face-down target of “Dark World Lightning” will still be
destroyed, even though you cannot discard 1 card.

Discarding 1 card is part of the effect of “Dark World Lightning”, it is not a
cost. (So you can use it to activate the effects of “Dark World” monsters, for
example.)

039 Level Modulation Spell
Your opponent draws 2 cards. Special Summon 1 monster from your Graveyard that
includes "LV" in its card name, ignoring the Summoning conditions. The monster
that was Special Summoned by this effect cannot attack, nor activate or apply
its effect this turn.

An “LV” monster that normally cannot be Special Summoned except by the method in
its text CANNOT be Special Summoned from the Graveyard with “Level Modulation”
unless it has been previously Special Summoned by the correct procedure. The
“ignore the Summoning conditions” text allows for these monsters to be Special
Summoned only after they have been properly Summoned by their own effect. This
applies to “Horus the Black Flame Dragon LV8”, “Armed Dragon LV7”, “Silent
Swordsman LV7”, “Silent Magician LV8”, and “Winged Kuriboh LV10”.

You cannot activate “Level Modulation” if the opponent has 1 or less card in
their Deck, or if you have “Protector of the Sanctuary” on the field.

Even Continuous Effects on the Special Summoned Monster, like “Horus the Black
Flame Dragon LV6”, are not applied during the turn this card is used to Special
Summon that monster.

If the monster Special Summoned by this card’s effect is flipped face-down, then
the restrictions of “Level Modulation” are no longer applied. If you flip it
face-up again, it can attack and its effects are applied.

040 Ojamagic Spell
When this card is sent from the hand or the field to the Graveyard, add 1 each
of "Ojama Green", "Ojama Yellow" and "Ojama Black" from your Deck to your hand.

When you activate this card’s effect, and you find out that you do not have all
3 of “Ojama Green”, “Ojama Yellow”, and “Ojama Black” in your Deck, then you
cannot add any of them to your hand. You must add all 3 or none. If you do not
add all 3, your opponent may check your Deck to verify.

The effect of “Ojamagic” activates in the Graveyard, and it can be chained to.
It cannot be negated by “Magic Jammer” or “Dark Balter the Terrible”.

Because the effect of “Ojamagic” is mandatory, it will activate even if it is
sent to the Graveyard as the cost for another card, or in the middle of a chain.

Since a Spell Speed 1 effect cannot be chained to a Spell Speed 2 effect, and
“Ojamagic” is a Normal Spell Cards, if “Ojamagic” is sent to the Graveyard
simultaneously with a Spell Speed 2 card that activates in the Graveyard, like
“Statue of the Wicked” or “Dark Coffin”, then “Ojamagic” is the first chain
link, and the Trap Cards will be the second and third chain links.

041 Ojamuscle Spell
Select 1 face-up "Ojama King" on the field. Destroy all monster(s) on the field
that include "Ojama" in their card name, except the selected "Ojama King".
Increase the ATK of the selected "Ojama King" by 1000 points for each destroyed
monster.

This card’s effect lasts for as long as the selected “Ojama King” remains
face-up on the field.

This card targets 1 face-up “Ojama King”. If “Book of Moon” is chained to flip
the targeted “Ojama King” face-down all the other “Ojama” monsters are
destroyed, but no ATK increase is given.

042 Feather Shot Spell
Select 1 face-up "Elemental Hero Avian" on your side of the field to activate
this card. This turn, the selected card can attack as many times as the number
of monster(s) on your side of the field when this card resolves. In that case,
it cannot attack your opponent's Life Points directly, and your other monster(s)
cannot attack.

This card targets 1 face-up “Elemental Hero Avian”.

You can activate 2 copies of “Feather Shot” and target the same “Elemental Hero
Avian”, but the second one will not increase the number of times it can attack.
If you select 2 different “Elemental Hero Avians” then neither one can attack.

If you Summon a monster after “Feather Shot” has resolved, that monster cannot
attack.

You cannot activate “Feather Shot” during a turn where “Absolute End” has been
activated. If “Feather Shot” has already resolved, “Absolute End” cannot be
activated. If “Absolute End” is chained to “Feather Shot”, then the selected
“Elemental Hero Avian” cannot attack.

043 Bonding - H2O Spell
Tribute 2 "Hydrogeddon"s and 1 "Oxygeddon" on your side of the field. Special
Summon 1 "Water Dragon" from your hand, Deck or Graveyard.

Tributing 2 “Hydrogeddon” and 1 “Oxygeddon” is a cost to activate “Bonding H2O”.
You can Tribute face-down monsters for this cost.

You can use “Bonding – H20” to Special Summon a “Water Dragon” from your
Graveyard, even if it was not properly Summoned previously.

044 Chthonian Alliance Spell
Increase the ATK of the equipped monster by 800 points for each other face-up
monster on the field with the same name as the equipped monster.

The monster equipped with this card does not count towards the bonus. So if you
have 2 “Dark Magicians” on the field, and 1 is equipped with “Chthonian
Alliance”, it has +800 ATK.

Monsters on the opponent’s side of the field are counted for “Chthonian
Alliance”.

Monsters that are treated as having the same name, like “Cyber Harpie Lady” and
“Harpie Lady 3”, both count as “Harpie Lady” for purposes of “Chthonian
Alliance”.

045 Armed Changer Spell
Send 1 Equip Spell Card from your hand to the Graveyard to activate this card.
If the equipped monster destroys a monster as a result of battle, the controller
of this Equip Card can add 1 monster with ATK equal to or less than the equipped
monster from their Graveyard to their hand.

The effect of “Armed Changer” activates when the destroyed monster is sent to
the Graveyard in the Damage Step. This effect can be chained to.

If the monster equipped with this card destroys a monster like “Sangan” or
“Mystic Tomato”, its effect will form a chain with them according to the rules
of simultaneous effects (see Advanced Gameplay FAQ).

If the monster equipped with this card destroys a monster with equal ATK, then
its effect will not activate, since “Armed Changer” is sent to the Graveyard at
the same time as the opponent’s monster.

046 Branch! Spell
When a Fusion Monster on the field is destroyed and sent to the Graveyard, you
can Special Summon from your Graveyard 1 of the Fusion Material Monsters that
you used for the Fusion Summon of that Fusion Monster.

The effect of “Branch!” can be chained to.

All of the Fusion Material Monsters do not need to be in the Graveyard in order
to use the effect of “Branch!”. As long as 1 of the monsters used for the Fusion
Summon is in the Graveyard, it can be Special Summoned.

The Fusion Material Monster can still be Special Summoned with “Branch!” even if
it has been Special Summoned by another effect and then sent back to the
Graveyard, or even if it was removed from play and returned to the Graveyard.

If a fusion substitute monster, such as “King of the Swamp”, can be Special
Summoned with “Branch!” if it was used in a Fusion Summon.

047 Boss Rush Spell
The controller of this card cannot Normal Summon or Set. During the End Phase of
the turn that a monster on your side of the field that includes "B.E.S." in its
card name, or is named "Big Core", is destroyed and sent to the Graveyard, you
can Special Summon from your Deck 1 monster that includes "B.E.S." in its card
name, or is named "Big Core".

You cannot activate “Boss Rush” if you have already Normal Summoned or Set a
monster this turn.

“Boss Rush” must be face-up on the field when the “B.E.S.” or “Big Core” monster
is destroyed for you to use its effect. If the monster is destroyed, and then
afterwards you activate “Boss Rush”, you do not get to Special Summon for that
monster’s destruction.

You can use the effect of “Boss Rush” during your opponent’s turn, as long as it
was already face-up on the field and an appropriate monster was destroyed during
that turn.

If more than 1 appropriate monster is destroyed during the turn, you can still
only Special Summon 1 monster during the End Phase for “Boss Rush”. If you have
2 copies of “Boss Rush” on the field, then you can Special Summon 1 monster for
each copy of “Boss Rush”.

Activating the effect of “Boss Rush” during an End Phase is an effect that can
be chained to.

048 Gateway to Dark World Spell
If you activate this card, you cannot Normal Summon, Flip Summon or Special
Summon during the turn this card is activated. Special Summon from your
Graveyard 1 monster that includes "Dark World" in its card name.

You cannot activate “Gateway to Dark World” if you have already Normal, Flip, or
Special Summoned a monster that turn. You can Set a monster (but you cannot
Special Summon a monster in face-down Defense Position).

This card targets 1 “Dark World” monster in your Graveyard.

049 Hero Barrier Trap
If there is a face-up monster on your side of the field that includes "Elemental
Hero" in its card name, negate 1 attack from your opponent's monster.

You can activate this card at any time before the Damage Step. You can activate
it before the opponent declares any attacks, but in that case the first attack
your opponent makes will be negated.

“Hero Barrier” can be activated even if you do not have a face-up “Elemental
Hero” monster on the field. If you do not have an “Elemental Hero” monster on
the field when “Hero Barrier” resolves, then it does nothing. This means if the
opponent chains “Ring of Destruction” to destroy your only “Elemental Hero”,
then “Hero Barrier” does nothing.

If you have a face-down “Elemental Hero” monster on the field, and you activate
“Hero Barrier”, when the opponent attacks your face-down monster and flips it
face-up, the attack is not negated because it is already in the Damage Step.

If you activate “Hero Barrier” when your opponent attacks 1 of your monsters
(and its not your only “Elemental Hero”), and the opponent chains “Ring of
Destruction” or “Interdimensional Matter Transporter” to remove the
attack-target monster from the field, a replay does not occur, because the
attack is still negated by “Hero Barrier”.

050 Chthonian Blast Trap
You can only activate this card when a face-up monster on your side of the field
is destroyed and sent to the Graveyard. Destroy 1 face-up monster with the
lowest ATK on the field, and both players take damage equal to half of its ATK.

This effect does not target.

This card can be activated during the Damage Step if a monster is destroyed as a
result of battle. However, it cannot be activated if a monster is destroyed by
an effect during the Damage Step.

You cannot activate this card if your face-up monster is destroyed in the middle
of a chain.

You can activate 2 copies of “Chthonian Blast” when 1 of your face-up monsters
is destroyed, and since it does not target, the 2nd one will resolve and destroy
the monster with the lowest ATK and inflict damage, and then the 1st one will
resolve and destroy the monster with the next lowest ATK and inflict damage.

You can chain “Barrel Behind the Door” to “Chthonian Blast”.

051 The Forces of Darkness Trap
Return 2 monsters from your Graveyard to your hand that include "Dark World" in
their card names.

“The Forces of Darkness” targets 2 “Dark World” monsters in the Graveyard. If
“Disappear” is chained to remove from play 1 of the targeted monsters, the other
1 is still returned to your hand.

052 Dark Deal Trap
You can only activate this card by paying 1000 Life Points when your opponent
activates a Normal Spell Card. The effect of the Normal Spell Card that your
opponent activated at that time becomes "Your opponent discards 1 random card
from their hand".

The text “Your opponent discards 1 random card” is read from the perspective of
the Normal Spell Card’s activator. So the player who activates “Dark Deal” is
the player who discards a card.

This card must be chained directly to the Normal Spell Card. If another card is
chained directly to the Normal Spell Card, you cannot activate “Dark Deal”.

You cannot activate this card if you have 0 cards in your hand. If an effect is
chained to make you discard all the cards in your hand, the effect of the
opponent’s Normal Spell Card still changes, but does nothing since you have 0
cards in your hand.

This card can be chained to “Swords of Revealing Light” like any other Normal
Spell Card, and “Swords of Revealing Light” will not stay on the field.

If the opponent activates a Normal Spell Card that targets, when you chain “Dark
Deal”, the card no longer targets. If the Normal Spell Card originally targeted
“Spirit Reaper”, the “Spirit Reaper” would not be destroyed.

055 The League of Uniform Nomenclature Trap
Select 1 face-up Level 2 or lower Normal Monster on your side of the field to
activate this card. Special Summon from your Deck to your side of the field as
many cards as possible with the same name as the selected monster.

You can activate “The League of Uniform Nomenclature” and Special Summon only 1
copy of the selected monster from your Deck, but the opponent can check your
Deck to verify that you do not have a second copy. You can activate “The League
of Uniform Nomenclature” targeting a monster like “Right Arm of the Forbidden
One” even though it is impossible to have more copies in your Deck (and your
opponent can check your Deck to verify).

A Normal Monster on the field that has its level lowered to 2 or less by an
effect (like “A Legendary Ocean” or “Demotion”) is a proper target for “The
League of Uniform Nomenclature”. So you can target “Archfiend Soldier” equipped
with “Demotion” and Special Summon 2 copies of “Archfiend Soldier” from your
Deck.

If you target a “Harpie Lady” on the field equipped with “Demotion”, then you
can Special Summon monsters that are treated as having the same name, like
“Cyber Harpie Lady” or “Harpie Lady 3”.

057 Chthonian Polymer Trap
You can only activate this card when your opponent Fusion Summons a Fusion
Monster. Tribute 1 monster on your side of the field to take control of that
Fusion Monster.

Tributing 1 monster is a cost to activate “Chthonian Polymer”.

You can only activate this card when the opponent Fusion Summons a monster,
including with a Special Summon that is treated as a Fusion Summon, like
“Miracle Fusion” or “Power Bond”. You cannot activate it when they Special
Summon a Fusion Monster with a card effect, like “Metamorphosis” or
“Cyber-Stein”.

You gain control of the Fusion Monster for as long as it remains on the field.

059 Non-Fusion Area Trap
Neither player can Fusion Summon.

You cannot activate “Power Bond”, “Miracle Fusion”, or “Dragon’s Mirror” when
this card is active because they are treated as Fusion Summons. You can activate
“Fusion Gate”, but you cannot activate its effect.

You can still Special Summon a Fusion Monster with a card effect like
“Metamorphosis” or “Cyber-Stein”.

060 Level Limit - Area A Trap
All face-up Level 3 or lower monsters on the field are changed to Attack
Position and remain in Attack Position while this card is active.

If this card is face-up on the field and a face-down Level 3 or lower monster is
attacked, after it is flipped face-up it will be changed to Attack Position
before damage calculation.

TheRockBoS
02-05-2006, 08:48 AM
Putting up some rulings which should answer a lot of questions we've been recieving lately. So, now, if you ask without checking the sticky on these particular cards, we reserve the right to laugh at you.

D.D. Warrior, D.D. Warrior Lady, D.D. Assailant

The effects of these cards activate in the Damage Step, during the "Resolve effects" step, which is after Damage Calculation and before the "send to the Graveyard" step of the Damage Step.

When your "D.D. Warrior Lady" attacks your opponent's "Fiber Jar", if you activate her effect then "Fiber Jar" is Step 1 of the chain, because it is mandatory, and "D.D. Warrior Lady" is Step 2 of the chain because it is an optional effect. "D.D. Warrior Lady" removes from play both monsters, and then resolve the effect of "Fiber Jar". "D.D. Warrior Lady" and "Fiber Jar" are not shuffled into the Deck.

When your "D.D. Warrior Lady" attacks "Wall of Illusion", if you activate her effect then "Wall of Illusion" is Step 1 of the chain, because it is mandatory, and "D.D. Warrior Lady" is Step 2 of the chain because it is an optional effect. The effect of "D.D. Warrior Lady" removes from play both monsters, then the effect of "Wall of Illusion" disappears, since the attacking monster is no longer on the field.

If your "D.D. Warrior Lady" attacks your opponent's "D.D. Warrior Lady", your "D.D. Warrior Lady" is Step 1 of the chain and your opponent's is Step 2, and when Step 2 resolves, both "D.D. Warrior Lady" cards are removed from play and your "D.D. Warrior Lady"'s effect disappears.

[Re: Chaos Command Magician] When "Chaos Command Magician" battles "D.D. Warrior Lady", her effect is NOT negated because it does not target.


Breaker the Magical Warrior

You do NOT get Priority when you summon Breaker, as the effect of placing a counter is a Trigger Effect. As thus, it will just become Chain Link 1.

Placing a Spell Counter on "Breaker, the Magical Warrior" is a chain that begins after it is Summoned. If your opponent chains "Trap Hole" or "Ring of Destruction" to the placement of a Spell Counter on "Breaker, the Magical Warrior", "Trap Hole" / "Ring of Destruction" resolves before the Spell Counter is placed on "Breaker, the Magical Warrior", so you cannot chain "Breaker, the Magical Warrior"'s effect.

"Breaker, the Magical Warrior"'s effect is Spell Speed 1 so you cannot chain it to the activation of a Spell Card.

You can use "Breaker, the Magical Warrior"'s effect multiple times in the same turn as long as you can keep re-supplying him with Spell Counters (using "Pitch-Black Power Stone", etc.).
Removing a Spell Counter is a cost; if you remove a Spell Counter from "Breaker, the Magical Warrior" and your opponent chains "Ring of Destruction", the Spell Counter has already been removed so "Ring of Destruction" deals 1600 damage to each player; "Breaker, the Magical Warrior"'s effect that destroys a card is still applied even though "Breaker, the Magical Warrior" himself has been destroyed at that point.

If I chain "Ring of Destruction" to the placement of a Spell Counter on "Breaker, the Magical Warrior", "Ring of Destruction" does 1600 damage to each player because the action of placing the Spell Counter has not resolved.

[Re: Divine Wrath] You can activate "Divine Wrath" in a chain to a Trigger Effect that activates when the Effect Monster is Summoned such as "Breaker the Magical Warrior", "Dark Magician of Chaos", or "Marauding Captain". The opponent must declare the activation of "Marauding Captain"'s effect before "Divine Wrath" can be activated. In this case, the monster that would have been Special Summoned remains in the opponent's hand.

[Re: Enemy Controller] If your opponent Normal Summons "Breaker the Magical Warrior", "Breaker the Magical Warrior"'s effect to place a Spell Counter on him activates, and you chain "Enemy Controller" to that effect and take control of "Breaker the Magical Warrior". In that case, resolve "Enemy Controller" first and "Breaker the Magical Warrior"'s effect of placing a Spell Counter second.

[Re: Pitch-Black Power Stone] You can use a Spell Counter from a card like "Breaker the Magical Warrior" and replace "Breaker the Magical Warrior"'s Spell Counter with "Pitch-Black Power Stone" on the same turn (and use "Breaker the Magical Warrior"'s effect again that same turn, if you wish).


Spirit Reaper

When "Spirit Reaper" is targeted by an effect, "Spirit Reaper" is destroyed by its own effect AFTER resolving the effect that targeted it. For example, if "Spirit Reaper" attacks and "Magic Cylinder" is activated, designating "Spirit Reaper", first "Magic Cylinder" will resolve, negate the attack, and inflict 300 damage to the controller of "Spirit Reaper". Then, after that, "Spirit Reaper" is destroyed by its effect.

"Spirit Reaper" is destroyed by its own effect after a card that targets it resolves. If a Spell Card targets it, and the activation of that Spell Card is negated (such as with "Magic Jammer"), then "Spirit Reaper" is not destroyed. However, if the effect of the Spell Card was negated, such as if "Imperial Order" is active, then "Spirit Reaper" is destroyed because the Spell Card resolves (even though its effect is negated). Even if "Imperial Order" is already active on the field, you can activate a card such as "Tribute to the Doomed" designating "Spirit Reaper", and "Spirit Reaper" will be destroyed by its own effect.

"Spirit Reaper" is only destroyed by its own effect if it is face-up on the field when the effect designating it as a target activates, AND after the effect designating it as a target resolves. If you Special Summon "Spirit Reaper" with Monster Reborn, or flip it face-down with "Book of Moon", or flip it face-up with "Book of Taiyou", it is not destroyed. If a face-down "Spirit Reaper" is targeted with "Change of Heart", then Flip Summoned, it is not destroyed because it was face-down when "Change of Heart" was activated. If "Spirit Reaper" is targeted by the effect of "Relinquished", "Spirit Reaper" is an Equip Spell Card after the effect of "Relinquished" resolves, so it is not destroyed. If "Spirit Reaper" is removed from play with "Dimensionhole" or "Interdimensional Matter Transporter" or "Different Dimension Gate", then it is removed from play so it is not destroyed. If "Spirit Reaper" is shuffled into the Deck with "Monster Recovery", it's not destroyed. If "Spirit Reaper" is returned to the hand with "Penguin Soldier", it's not destroyed.

If "Spirit Reaper" is destroyed by its effect during the Damage Step, such as if "Rush Recklessly" was activated to increase its ATK, destroy "Spirit Reaper" with its effect AFTER damage calculation.

Examples of cards that will not destroy "Spirit Reaper" because they do not target: "Creature Swap", "Adhesion Trap Hole", "Spear Dragon".

Vs. "Soul Exchange": Since "Soul Exchange" targets, "Spirit Reaper" is destroyed by its own effect before you can Tribute it.

"Spirit Reaper" only forces your opponent to discard when "Spirit Reaper" attacks directly (such as when your opponent has no monsters on the field), AND when it inflicts at least 1 point of damage to the opponent's Life Points. So if your opponent uses "Kuriboh", "Waboku", or "Tornado Wall" to prevent the damage, "Spirit Reaper" does not force the opponent to discard.

Negate vs Destroy

Chaining "Mystical Space Typhoon" (or "Dust Tornado") to a card like "Raigeki" (or another Normal Spell or Normal Trap Card, a Quick-Play Spell Card, or a Ritual Spell Card) has no effect, as it does not negate the card's effect. So if "Raigeki" is activated, and the opponent chains "Mystical Space Typhoon" to destroy "Raigeki", "Raigeki"'s effect still resolves as normal.

But, if you chain against a Continuous or Equip Spell Card, or a Continuous Trap Card, with "Mystical Space Typhoon" (or "Dust Tornado"), the Continuous/Equip Card is no longer active because it is destroyed, and the effect does not resolve and disappears.
Example #1:
Step 1: Player A activates "Raigeki."
Step 2: Player B chains "Imperial Order" to negate the effect of "Raigeki."
Step 3: Player A chains "Mystical Space Typhoon" (or "Dust Tornado") to destroy "Imperial Order."
(resolve in reverse order)
Step 3 resolves first. "Mystical Space Typhoon" destroys "Imperial Order."
Step 2 would resolve next. "Imperial Order" has been destroyed though and its effect disappears.
Step 1 resolves. "Raigeki"'s effect activates as normal.

For the exact same reason, if you chain "Mystical Space Typhoon" to "The Eye of Truth", or "Premature Burial", or "Call of the Haunted", the effects from those cards never happen.

Einstein
02-10-2006, 07:10 PM
Breaker the Magical Warrior

You do NOT get Priority when you summon Breaker, as the effect of placing a counter is a Trigger Effect. As thus, it will just become Chain Link 1.

Yes you do, you always have priority. In this case, you use your priority activating the mandatory Trigger Effect; but this activation, mandatory or not, is still considered you using your priority. What you really meant to say is that you may not remove a counter and activate "Breaker the Magical Warrior's" immediately upon summoning, since it doesn't even have one yet. Not that you were wrong, just wanted to clear up that language distinction.

`Morgan`
02-16-2006, 09:31 PM
Shadow Of Infinity rulings.

Below are the rulings for Shadow of Infinity. This information will also be
available on our web page's FAQ.

Please refer players to the FAQ rather than a print-out or copy of this email,
since rulings can sometimes change or be clarified, and the FAQ will always have
the most recent information.

Card text is in [brackets] so you can understand the rulings better.

Kevin Tewart
Sr. Game Designer
UDE Yu-Gi-Oh! TCG R&D Lead
Upper Deck Entertainment




Shadow of Infinity Rulings

Uria, Lord of Searing Flames (Effect Monster)
[This card cannot be Normal Summoned or Set. This card cannot be Special
Summoned except by sending 3 face-up Trap Cards from your side of the field to
the Graveyard. Increase the ATK of this card by 1000 points for each Continuous
Trap Card in your Graveyard. Once per turn, you can destroy 1 Set Spell or Trap
Card on your opponent's side of the field. Spell and Trap Cards cannot be
activated in response to this effect's activation.]

When a player Special Summons “Uria, Lord of Searing Flames” and activates its
effect to destroy a Set Spell or Trap Card, no Spell or Trap card can be chained,
including “Bottomless Trap Hole”, “Torrential Tribute”, or “Divine Wrath”.

You can send “Embodiment of Apophis” to the Graveyard even while it is a
monster, because it is still a Continuous Trap Card.

The effect of “Uria, Lord of Searing Flames” that increases his ATK is a
Continuous Effect. His effect that destroys Spell & Trap Cards is an Ignition
Effect.

If you control “Rivalry of Warlords” and 2 other face-up Trap Cards, and you
control a non-Pyro monster, you cannot send the 3 face-up Trap Cards to the
Graveyard to Summon “Uria, Lord of Searing Flames” because “Rivalry of
Warlords” prevents you from Summoning monsters of different Types.



Raviel, Lord of Phantasms (Effect Monster)
[This card cannot be Normal Summoned or Set. This card cannot be Special
Summoned except by Tributing 3 Fiend-Type monsters on your side of the field.
Each time your opponent Normal Summons a monster(s), Special Summon 1
"Phantasm Token" (Fiend-Type/DARK/Level 1/ATK 1000/DEF 1000) on your
side of the field. This token cannot declare an attack. Once per turn, by Tributing
1 monster on your side of the field, increase the ATK of this card by the original
ATK of the Tributed monster, until the End Phase of this turn.]

You can Tribute face-down Fiends to Special Summon “Raviel, Lord of
Phantasms”.

Tributing 1 monster is a cost to activate this card’s Ignition Effect. You cannot
Tribute this card for its own effect.

Summoning a “Phantasm Token” is a Trigger Effect that activates when the
opponent Normal Summons a monster. The activation of this effect can be
chained to.

If “Skill Drain” is activated, any “Phantasm Tokens” on the field still cannot
attack. (Also, while “Skill Drain” is active, “Raviel, Lord of Phantasms” will not
generate any more “Phantasm Tokens”.)

A “Phantasm Token” cannot be forced to attack with a card effect like “Dark
Spirit of the Silent” or “Amazoness Archers”.

If your opponent Normal Summons a monster in a chain using “Ultimate
Offering”, resolve all effects in that chain, then activate the effect of “Raviel,
Lord of Phantasms” to start a new chain. If the Normal Summon for “Ultimate
Offering” was Chain Link 2 or higher, you still activate the effect of “Raviel”. It
does not miss the timing.

If all of your Monster Card Zones are full, this card’s effect will activate, but if
there are no available spaces when the effect resolves, the effect is not applied.

If an effect is chained to turn “Raviel, Lord of Phantasms” face-down, or remove
it from the field, the “Phantasm Token” will still be Special Summoned when the
effect resolves.



Elemental Hero Neo Bubbleman (Effect Monster)
[This card cannot be Normal Summoned or Set. This card cannot be Special
Summoned except by sending "Elemental Hero Bubbleman" on your side of the
field and "Metamorphosis" in your hand to the Graveyard. This card's name is
treated as "Elemental Hero Bubbleman" while it is face-up on the field. Destroy
an opponent's monster that battles this card at the end of the Damage Step.]

If “Skill Drain” is active, this card is no longer treated as “Elemental Hero
Bubbleman”.

You can have 3 “Elemental Hero Bubbleman” and 3 “Elemental Hero Neo
Bubbleman” in your Deck and Side Deck combined.

If your Defense Position “Elemental Hero Neo Bubbleman” is attacked by
“Drillroid”, damage calculation is not conducted, so “Elemental Hero Neo
Bubbleman” did not “battle” and its effect will not activate.

If you Special Summon this card you can activate “Inferno Reckless Summon”
and Special Summon “Elemental Hero Bubbleman” from your Deck.

While this card is face-up on the field, it can be used as “Elemental Hero
Bubbleman” for a Fusion Summon (but not while in your hand).

The effect of “Elemental Hero Neo Bubbleman” that makes it treated as
“Elemental Hero Bubbleman” is a Continuous Effect. The effect that destroys a
monster that battles it is a Trigger Effect.



Hero Kid (Effect Monster)
[When this card is Special Summoned, you can Special Summon any number of
"Hero Kid"(s) from your Deck.]

If “Hero Kid” is Special Summoned during the Damage Step, you can activate its
effect and Special Summon 1 or 2 “Hero Kids” from your Deck.



Cyber Barrier Dragon (Effect Monster)
[This card cannot be Normal Summoned or Set. This card cannot be Special
Summoned except by the effect of "Attack Reflector Unit". Once per turn, while
this card is in Attack Position, negate your opponent's first attack.]

Even if there are 2 or more “Cyber Barrier Dragon” on your side of the field in
Attack Position, only the first attack is negated.

If you negate the first attack of “Mataza the Zapper”, it can still attack a 2nd time.
“Asura Priest” could also attack again, as long as it attacks a different monster.

You must use the effect of “Cyber Barrier Dragon”. You cannot save it for later or
choose to allow your opponent’s first attack to go through.



Cyber Laser Dragon (Effect Monster)
[This card cannot be Normal Summoned or Set. This card cannot be Special
Summoned except by the effect of "Photon Generator Unit". You can destroy 1
monster with ATK or DEF equal to or higher than the ATK of this card. You can
only use this effect once per turn.]

This card’s effect targets. You can destroy “Cyber Laser Dragon” with its own
effect.

The ATK or DEF of the targeted monster must be greater than (or equal to) the
ATK of “Cyber Laser Dragon” when the effect resolves in order for it to be
destroyed. Example: You target “Jinzo” with this card’s effect. The opponent
chains “Rush Recklessly” to raise “Cyber Laser Dragon’s” ATK to 3100. “Jinzo”
is not destroyed.

If “Book of Moon” is chained to “Cyber Laser Dragon’s” effect to turn either the
targeted monster or “Cyber Laser Dragon” face-down, its effect will not resolve
because both monsters’ ATK / DEF values can no longer be compared.



Ancient Gear (Effect Monster)
[While an "Ancient Gear" is face-up on your side of the field, you can Special
Summon this card from your hand in Attack Position.]

Special Summoning this card does not start a chain.



Ancient Gear Cannon (Effect Monster)
[By Tributing this card, inflict 500 points of damage to your opponent's Life
Points, and then neither player can activate Trap Cards during the Battle Phase of
this turn.]

While “Ancient Gear Cannon’s” effect is active, you can still activate the effect of
a Continuous Trap Card that was already face-up, such as “Type Zero Magic
Crusher”. But you cannot activate (flip face-up) any more Trap Cards.

The restriction on Trap Cards is tied to “Ancient Gear Cannon” inflicting damage.
If “Barrel Behind the Door” is chained to the effect of “Ancient Gear Cannon”,
the rest of “Ancient Gear Cannon”’s effect is not applied and Trap Cards can still
be activated.

If “Pikeru’s Circle of Enchantment” is chained to “Ancient Gear Cannon’s” effect
to prevent the damage, the rest of “Ancient Gear Cannon”’s effect is not applied
and Trap Cards can still be activated.

The effect of “Ancient Gear Cannon” is an Ignition Effect and can be chained to.



Proto-Cyber Dragon (Effect Monster)
[This card's name is treated as "Cyber Dragon" while it is face-up on the field.]

If “Skill Drain” is active, this card is no longer treated as “Cyber Dragon”. You
could not use it for “Attack Reflector Unit”, etc.

You can have 3 “Cyber Dragon” and 3 “Proto-Cyber Dragon” in your Deck and
Side Deck combined.

If you Special Summon this card you can activate “Inferno Reckless Summon”
and Special Summon “Cyber Dragon” from your Deck.

You can use “Machine Duplication” and “Proto-Cyber Dragon” to Special
Summon up to 2 “Cyber Dragons” from your Deck.

While this card is face-up on the field, it can be used as “Cyber Dragon” for a
Fusion Summon.

If “Proto-Cyber Dragon” is used in the Fusion Summon of “Cyber Twin Dragon”,
and “De-Fusion” is used on that “Cyber Twin Dragon”, you cannot Special
Summon the “Proto-Cyber Dragon” from the Graveyard because its name is not 1
of the listed Fusion-Material Monsters. (It’s no longer treated as “Cyber Dragon”
while in the Graveyard.)



Adhesive Explosive (Effect Monster)
[If your opponent's monster attacks this face-down Defense Position card, this
card becomes an Equip Card equipped to the attacking monster, without applying
damage calculation. Destroy the equipped monster during the Standby Phase of
your opponent's next turn.]

“Adhesive Explosive” activates its effect as soon as it’s flipped face-up. So if
“Mystic Swordsman LV2” attacks it, its effect will not activate, but if “Drillroid”
attacks it, its effect will activate.

If this face-down card is attacked by “Horus the Black Flame Dragon LV6” or
“Guardian Kay’est”, it will still be equipped to the attacker, but it will not destroy
the equipped monster during the Standby Phase.



B.E.S. Covered Core (Effect Monster)
[Put 2 counters on this card when you Normal Summon it. This card is not
destroyed as a result of battle. If this card battles a monster, toss a coin and call it
at the end of the Damage Step. If you call it wrong, remove 1 counter. If this card
battles without a counter, destroy this card at the end of the Damage Step.]

Putting 2 counters on “B.E.S. Covered Core” is a Trigger Effect that activates
when it is Normal Summoned.

If “B.E.S. Covered Core” battles a monster, and afterwards you lose the coin toss,
so that “B.E.S. Covered Core” now has no counters, it is not destroyed. Because it
still had a counter during damage calculation.



D.D. Guide (Effect Monster)
[When this card is Normal Summoned, control of this card shifts to your
opponent. During each player's End Phase, your opponent selects 1 card from the
Graveyard of this card's controller and removes it from play.]

Typically, Player A will Normal Summon “D.D. Guide”, and control of “D.D.
Guide” will shift to Player B. During each End Phase, Player B will activate the
effect of their “D.D. Guide”, Player A will select 1 card in Player B’s Graveyard,
and Player B will remove that card from play.

If Player A uses “Snatch Steal” to take control of the “D.D. Guide” they Normal
Summoned, then they will be the one to lose a card from the Graveyard each End
Phase.

Both effects of “D.D. Guide” are Trigger Effects that can be chained to.

The effect of “D.D. Guide” targets 1 card in the Graveyard. The target is chosen
by the controller’s opponent.

If you Normal Summon “D.D. Guide” and your opponent’s Monster Card Zones
are full, “D.D. Guide” will be destroyed when its effect resolves.

If “Kycoo the Ghost Destroyer” and “D.D. Guide” are on opposite sides of the
field, the effect of “D.D. Guide” will activate but not resolve.



Chain Thrasher (Effect Monster)
[In addition to a normal attack, this card can attack during the same Battle Phase
as many times as the number of "Chain Thrasher"(s) in your Graveyard.]

When this card makes an additional attack, the opponent can activate “Disappear”
to remove the other “Chain Thrasher” from the Graveyard, and the attack stops.
Do not proceed to the Damage Step.

If you have 1 “Chain Thrasher” in the Graveyard and 1 on the field equipped with
“Twin Swords of Flashing Light – Tryce”, its still only gets 2 attacks.



Disciple of the Forbidden Spell (Effect Monster)
[When this card is Normal Summoned, Flip Summoned, or Special Summoned,
declare different Monster Card Attributes equal to the number of "Disciple of the
Forbidden Spell"(s) in your Graveyard. If this card attacks a monster that has a
declared Attribute, destroy the monster without applying damage calculation.]

Choosing Attributes is a Trigger Effect that activates when “Disciple of the
Forbidden Spell” is Summoned. Your opponent could chain “Disappear” to
remove from play 1 “Disciple of the Forbidden Spell” in the Graveyard and you
would choose 1 less Attribute.

If “Chain Destruction” is chained to the Trigger Effect when “Disciple of the
Forbidden Spell” is Summoned, “Chain Destruction” will resolve first, so all your
copies of “Disciple of the Forbidden Spell” will be in the Graveyard, and you
choose a number of Attributes equal to the new amount.

If you have 2 copies of this card in the Graveyard when you Summon it, you must
choose 2 different Attributes.

The effect of “Disciple of the Forbidden Spell” is activated at the start of the
Damage Step, before the attacked monster is flipped face-up. If this card attacks a
face-down monster, it will not be destroyed by this effect, even if it is revealed to
have 1 of the chosen Attributes.

If LIGHT was a chosen Attribute, and “Disciple of the Forbidden Spell” attacks
“Reflect Bounder”, “Reflect Bounder’s” effect will not activate and no damage
will be inflicted.



Silent Insect (Effect Monster)
[This card is changed to Defense Position when it is Normal Summoned or Flip
Summoned. While this card is face-up on the field, negate the effects of all
Continuous Spell Cards and Continuous Trap Cards.]

Changing this card to Defense Position when it is Normal or Flip Summoned is a
Trigger Effect. Its other effect is a Continuous Effect.

If “Silent Insect” is face-up on the field, you can activate “Skill Drain” by paying
1000 Life Points, but its effect will be negated. If “Skill Drain” is active on the
field when you Normal or Flip Summon “Silent Insect”, its effects are negated
and it will remain in Attack Position.



Chainsaw Insect (Effect Monster)
[If this card battles a monster, your opponent draws 1 card at the end of the
Damage Step.]

This card’s effect is a Trigger Effect that activates at the end of the Damage Step.

If “Chainsaw Insect” battles, your opponent draws 1 card even if “Chainsaw
Insect” is destroyed as a result of the battle, or is removed from the field before
the end of the Damage Step (for example, by the effect of “Man-Eater Bug” or
“Begone, Knave!”).

If the opponent controls your “Chainsaw Insect” and it is destroyed as a result of
battle, it will be sent to your Graveyard before the end of the Damage Step and its
effect will activate there. So when its effect activates, since it is in your
Graveyard, your opponent (who controlled it during the battle) will draw the 1
card.

If your face-down “Chainsaw Insect” is attacked, its effect will still activate.

If your Defense Position “Chainsaw Insect” is attacked by “Drillroid”, damage
calculation is not conducted, so “Chainsaw Insect” did not “battle” and its effect
will not activate.

If “Skill Drain” is active, your opponent will not get to draw, unless “Chainsaw
Insect” is destroyed in the battle, then its effect will activate in the Graveyard and
your opponent will draw 1 card.



Anteatereatingant (Effect Monster)
[This card cannot be Normal Summoned or Set. This card cannot be Special
Summoned except by sending 2 Spell or Trap Cards on your side of the field to
the Graveyard. This card can destroy 1 Spell or Trap Card on your opponent's side
of the field, but it cannot attack this turn if you activate this effect.]

You can only activate this card’s effect once per turn. Even if “Anteatereatingant”
can attack multiple times because it’s equipped with “Twin Swords of Flashing
Light – Tryce”, it can only give up its potential to attack once.

The effect of “Anteatereatingant” targets 1 Spell or Trap Card.

You can send a Field Spell Card to the Graveyard as part of the cost to Special
Summon “Anteatereatingant”. You can also use a Monster Card treated as an
Equip Card, such as a Union Monster or a monster equipped to “Relinquished.

If you attack with “Anteatereatingant” and the attack is negated with “Negate
Attack”, or a replay happens and you decide not to attack again,
“Anteatereatingant” is still considered to have declared an attack. So you cannot
activate its effect during Main Phase 2.

If you activate the effect of “Anteatereatingant”, then activate “Skill Drain”,
“Anteatereatingant” still can’t attack that turn. (Even if “Skill Drain” was chained
to the effect.)

You CAN activate the effect of “Anteatereatingant”, flip it face-down with a card
effect, then Flip Summon it, and either activate its effect again or attack. This is
because flipping it face-down resets its effect. (Also, if it’s temporarily removed
from play, its effect will also reset.)

If the targeted Spell or Trap Card is removed from the field in a chain to this
card’s effect, you still cannot use its effect again or attack that turn. If a targeted
Spell Card is not destroyed because of a counter from “Magic Reflector”, you still
cannot use this card’s effect again or attack that turn.



Treeborn Frog (Effect Monster)
[If this card is in your Graveyard during your Standby Phase and there are no
Spell or Trap Cards on your side of the field, you can Special Summon this card
to your side of the field. This effect cannot be activated if there is a face-up
"Treeborn Frog" on your side of the field.]

If you Special Summon “Treeborn Frog” during your Standby Phase, then it’s
sent to the Graveyard during that same Standby Phase (like if it’s Tributed for
“Enemy Controller”), you can Special Summon “Treeborn Frog” again that same
Standby Phase.

If you start your Standby Phase with “Messenger of Peace” face-up on the field,
you can choose not to pay the maintenance cost so it is destroyed, then Special
Summon “Treeborn Frog”.

If you have 2 or more “Treeborn Frogs” in your Graveyard, you can activate and
resolve the effect of 1, but then you cannot activate and resolve the effect of the
2nd one because you now have a face-up “Treeborn Frog” on the field.

“Necrovalley” will not negate the effect of “Treeborn Frog”.

If an effect is chained to “Treeborn Frog” that puts a Spell or Trap Card on your
side of field, then “Treeborn Frog’s” effect will not resolve. Example: The
opponent controls your “Embodiment of Apophis” and activates “Remove
Brainwashing”.

If the effect of “Treeborn Frog” is negated, you can activate its effect again during
the same Standby Phase and Special Summon it.

If “King Tiger Wanghu” is on the field when “Treeborn Frog” is Special
Summoned, “Treeborn Frog” will be destroyed, but can be Special Summoned
again with its effect during the same Standby Phase. Doing so without purpose is
considered stalling and is a violation of Tournament Policy.



Memory Crusher (Effect Monster)
[If this card attacks your opponent's Life Points directly, inflict damage to your
opponent's Life Points equal to the number of cards in your opponent's Fusion
Deck x 100 points.]

“Memory Crusher’s” effect activates when battle damage is inflicted.



Malice Ascendant (Effect Monster)
[While this card is face-up on the field, during your opponent's Standby Phase,
send a number of cards from the top of your opponent's Deck to the Graveyard
equal to the number of "Malice Ascendant"(s) in your Graveyard.]

The number of “Malice Ascendants” in your Graveyard is counted at the
resolution of its effect. If your opponent chains “Disappear” to remove 1, then it is
no longer counted for the effect of your “Malice Ascendant” on the field.



Sand Moth (Effect Monster)
[When this face-down Defense Position card is destroyed and sent to the
Graveyard, except as a result of battle, switch the original ATK and DEF of this
card, and Special Summon it to your side of the field.]

If a face-down “Sand Moth” is attacked by “Mystic Swordsman LV2” or “Sasuke
Samurai” its effect will activate. But if it is attacked by “Drillroid” it will not
activate since it will be face-up when it is destroyed by the effect of “Drillroid”.

If the opponent controls your face-down “Sand Moth” and it is destroyed by a
card effect, it will be Special Summoned to the owner’s side of the field.

If “Sand Moth” is Special Summoned by its own effect, and then flipped face-
down or removed from the field, its original ATK and DEF return to 1000 / 2000.

If a face-down “Sand Moth” is targeted by “Acid Trap Hole” its effect will not
activate since it will be face-up when it is destroyed.

After “Sand Moth” is Special Summoned by its own effect, if you equip it with
“Megamorph” you will either halve or double its new (2000) original ATK.

After “Sand Moth” is Special Summoned by its own effect, if you activate “Shield
& Sword” it will have 1000 ATK / 2000 DEF for that turn.

Even if “Skill Drain” is active when “Sand Moth” is Special Summoned by its
own effect, its ATK and DEF will remained switched. (2000 ATK / 1000 DEF).



Divine Dragon – Excelion (Effect Monster)
[When this card is Normal Summoned, it gets 1 of the following effects for each
"Divine Dragon - Excelion" in your Graveyard when this effect resolves (your
choice). These effects cannot accumulate.
?Increase the ATK of this card by 1000 points.
?If this card destroys your opponent's monster as a result of battle, it can attack
once again in a row.
?When this card destroys a monster as a result of battle and sends it to the
Graveyard, inflict damage to your opponent's Life Points equal to the ATK of the
destroyed monster.]

Choosing effects when “Divine Dragon – Excelion” is Summoned is a Trigger
Effect. Your opponent can chain “Disappear” to remove from play 1 “Divine
Dragon – Excelion” in your Graveyard, and you will choose 1 less effect.

If “Chain Destruction” is chained to the Trigger Effect when “Divine Dragon –
Excelion” is Summoned, “Chain Destruction” will resolve first, so all your copies
of “Divine Dragon – Excelion” will be in the Graveyard and you choose a number
of effects equal to the new amount.



Demise, King of Armageddon (Ritual Effect Monster)
[This card can only be Ritual Summoned with the Ritual Spell Card, "End of the
World". By paying 2000 Life Points, destroy all cards on the field except this
card.]

If an effect is chained to “Demise’s” effect to flip “Demise, King of
Armageddon” face-down, he is still not destroyed by his effect.

This card’s effect is an Ignition Effect.



Hero Heart (Normal Spell)
[Select 1 face-up monster on your side of the field that includes "Elemental Hero"
in its card name to activate this card. This turn, the ATK of the selected monster is
halved and it can attack twice during the same Battle Phase.]

You only halve the ATK of the selected “Elemental Hero” when “Hero Heart”
resolves. If you later equip the monster with “Axe of Despair” it will get the full
+1000 ATK.



Ancient Gear Factory (Normal Spell)
[Select 1 monster in your hand that includes "Ancient Gear" in its card name
(show the monster to your opponent). Remove from play cards in your Graveyard
that include "Ancient Gear" in their card name(s) whose total Levels are equal to
double the selected card's. You don't have to Tribute when you Normal Summon
the selected card this turn.]

You reveal your chosen “Ancient Gear” monster when the effect of “Ancient
Gear Factory” resolves. Not when it is activated.

You can activate “Ancient Gear Factory” and then decide not to Summon the
revealed monster.

You cannot select a monster for “Ancient Gear Factory” that you could not
Tribute Summon, such as Level 4 and lower monsters.



Ancient Gear Drill (Normal Spell Card)
[You can only activate this card by discarding 1 card from your hand while a
monster that includes "Ancient Gear" in its card name is face-up on your side of
the field. Select 1 Spell Card from your Deck and Set it on your side of the field.
You cannot use that Spell Card this turn.]

You must show your chosen card to your opponent to verify that it is a Spell
Card.

You can select a Field Spell Card but you must Set it in your Field Card Zone.

“You cannot use that Spell Card this turn” means that you cannot activate it, and
you cannot use it to pay a cost for Summoning “Anteatereatingant” or for the
effect of a card like “Emergency Provisions” or “Elemental Hero Tempest”.

If you get a Spell Card with “Ancient Gear Drill” and then return it to your hand
with “Giant Trunade”, restrictions no longer apply so you can use it as normal.



Cyclone Boomerang (Equip Spell)
[You can only equip this card to "Elemental Hero Wildheart". Increase the ATK
of the equipped monster by 500 points. When the equipped monster is destroyed
by a card effect and sent to the Graveyard, destroy all Spell and Trap Cards on the
field. Inflict 100 points of damage to your opponent's Life Points for each Spell or
Trap Card destroyed by this effect.]

When a monster equipped with “Cyclone Boomerang” is destroyed by a card
effect, its effect starts a chain. “Barrel Behind the Door” can be activated in
response.



Symbol of Heritage (Equip Spell)
[You can only activate this card while there are 3 monster cards with the same
name in your Graveyard. Select 1 of those monsters, Special Summon it to your
side of the field, and equip it with this card. When this card is destroyed, destroy
the equipped monster.]

“Symbol of Heritage” targets 1 monster in the Graveyard. If your opponent
chains “Disappear” to remove from play the targeted monster, the effect of
“Symbol of Heritage” does not resolve. But if they chain “Disappear” to remove a
different monster with the same name, then the targeted monster is still Special
Summoned even though there are now only 2 of it in the Graveyard.



Trial of the Princesses (Equip Spell)
[You can only equip this card to "White Magician Pikeru" or "Ebon Magician
Curran". Increase the ATK of the equipped monster by 800 points. During a turn
that the equipped monster destroyed a Level 5 or higher monster as a result of
battle, by Tributing the equipped monster and this card, Special Summon from
your hand or Deck: 1 "Princess Pikeru" if you Tributed "White Magician Pikeru",
or 1 "Princess Curran" if you Tributed "Ebon Magician Curran".]

You cannot activate the effect of “Trial of the Princesses” to Special Summon
during your opponent’s turn.


Photon Generator Unit (Quick Play Spell)
[Tribute 2 "Cyber Dragon"s on your side of the field to activate this card. Special
Summon 1 "Cyber Laser Dragon" from your hand, Deck, or Graveyard.]

“Photon Generator Unit” does not select a target.



Ancient Gear Castle (Continuous Spell)
[Increase the ATK of each face-up monster on the field that includes "Ancient
Gear" in its card name by 300 points. Each time a monster(s) is Normal
Summoned or Set, put 1 counter on this card. If you Tribute Summon a monster
that includes "Ancient Gear" in its card name, you can substitute this card for a
Tribute(s), if the number of counters is equal to or greater than the number of
required Tribute(s).]

For “Ancient Gear Castle”, “Set” means to Set from the hand. It does not include
using “Book of Moon” or “Guardian Sphinx” to flip a monster face-down, or
Special Summoning a monster in face-down Defense Position with “Cyber Jar” or
“The Shallow Grave”.



Samsara (Continuous Spell)
[Monster Cards Tributed for a Ritual Summon are returned to the owner's Deck
instead of being sent to the Graveyard. Then shuffle the Deck.]

The effect of “Samsara” does not start a chain. The Tributed monsters will be
shuffled into the Deck immediately, instead of being sent to the Graveyard. Then
the Ritual Monster is Special Summoned.

If “Samsara” and “Banisher of the Light” are both on the field the monsters
Tributed for a Ritual Summon will be shuffled back into the Deck.

If “Dark Magician of Chaos” is used as a Tribute for a Ritual Summon while
“Samsara” is on the field it will be shuffled back into the Deck.



Super Junior Confrontation (Normal Trap)
[You can only activate this card when your opponent's monster declares an attack.
Negate the battle, and 1 monster with the lowest ATK in face-up Attack Position
on your opponent's side of the field battles against 1 monster with the lowest DEF
in face-up Defense Position on your side of the field. After that battle ends, end
the Battle Phase.]

“Super Junior Confrontation” does not target.

If you do not control a face-up Defense Position monster, you cannot activate
“Super Junior Confrontation”.

If “Super Junior Confrontation” is activated and there is a tie for lowest ATK
among the opponent’s monsters, the player who activated the card gets to choose
which monster attacks.

When the battle for “Super Junior Confrontation” resolves, the Battle Phase ends
immediately. There is no opportunity to activate additional cards.

“Super Junior Confrontation” does not change any monsters’ battle positions.



Miracle Kids (Normal Trap)
[Decrease the ATK of 1 of your opponent's monsters by 400 points for each
"Hero Kid" in your Graveyard, until the End Phase.]

You cannot activate “Miracle Kids” if you have no “Hero Kid” cards in your
Graveyard.

The ATK reduction of “Miracle Kids” is determined and applied when “Miracle
Kids” resolves. Even if a “Hero Kid” card is removed from the Graveyard after
that, the ATK reduction of “Miracle Kids” remains.



Attack Reflector Unit (Normal Trap)
[Tribute 1 "Cyber Dragon" on your side of the field to activate this card. Special
Summon 1 "Cyber Barrier Dragon" from your hand or Deck.]

You can Tribute a face-down “Cyber Dragon” to activate “Attack Reflector Unit”.



Damage Condenser (Normal Trap)
[You can only activate this card by discarding 1 card from your hand when you
take Battle Damage to your Life Points. Special Summon 1 monster from your
Deck with ATK equal to or less than the Battle Damage you took, in Attack
Position.]

If there are no cards left in your Deck, you cannot activate “Damage Condenser”.

You cannot use “Damage Condenser” to Special Summon a monster whose ATK
is variable or undetermined (“King of the Skull Servants”, “Maju Garzett”, etc.)

Discarding a card is a cost to activate “Damage Condenser”.

“Damage Condenser” is activated during the Damage Step immediately after you
take battle damage. Because “Kuriboh” is activated before this (during damage
calculation), you cannot discard “Kuriboh” to prevent damage and still activate
“Damage Condenser” when taking damage for the same attack.

If your opponent attacks you directly with “The Bistro Butcher” while you have
no cards in your hand, you cannot draw 2 cards for “The Bistro Butcher” then
discard to activate “Damage Condenser”; you’ve missed the chance to activate it.



Karma Cut (Normal Trap)
[Discard 1 card from your hand. Remove from play 1 face-up monster on your
opponent's side of the field. If there is a card(s) in your opponent's Graveyard with
the same name as the removed monster, also remove from play that card(s).]

If “Proto-Cyber Dragon” is removed from play by “Karma Cut”, only other
“Proto-Cyber Dragon” cards will be removed from play. “Cyber Dragon” is not
affected.

If you target “Harpie Lady 1” with “Karma Cut”, any “Harpie Lady”, “Harpie
Lady 1”, “Harpie Lady 2”, “Harpie Lady 3”, or “Cyber Harpie” cards in the
opponent’s Graveyard will also be removed from play.

Discarding a card from your hand is a cost to activate “Karma Cut”.



Next to be Lost (Normal Trap)
[Select 1 face-up monster on your side of the field. Send 1 card from your Deck to
the Graveyard with the same name as the selected card.]

You can target a Limited monster with “Next to be Lost”, but you don’t search or
shuffle your Deck. Essentially, there is no effect.

You cannot target a Token Monster with “Next to be Lost” because they cannot
exist in your Deck.

If the target of “Next to be Lost” is flipped face-down in a chain, the effect of
“Next to be Lost” disappears because you can no longer check the Monster Card’s
name.

If the target of “Next to be Lost” is destroyed in a chain, the effect of “Next to be
Lost” disappears.

If you target “Proto-Cyber Dragon” on your side of the field for “Next to be
Lost”, you send a “Cyber Dragon” from your Deck to the Graveyard, not a
“Proto-Cyber Dragon”.



Generation Shift (Normal Trap)
[Destroy 1 face-up monster on your side of the field. Add 1 card from your Deck
to your hand with the same name as the destroyed card.]

Destroying your monster for “Generation Shift” is not a cost. It’s part of the
effect.

You can target a Limited monster with “Generation Shift”, but after destroying
the monster you don’t search or shuffle your Deck.

You can target a Token Monster with “Generation Shift” and it will be destroyed,
but you do not search or shuffle your Deck (this part of the effect is not resolved).

If you target “Proto-Cyber Dragon” or “Elemental Hero Neo Bubbleman” with
this effect, you must add “Proto-Cyber Dragon” or “Elemental Hero Neo
Bubbleman” to your hand. You cannot add “Cyber Dragon” or “Elemental Hero
Bubbleman”.



Full Salvo (Normal Trap)
[After the activation of this card, send your entire hand to the Graveyard. Inflict
200 points of damage to your opponent's Life Points for each card you sent to the
Graveyard by this effect.]

The cards sent to the Graveyard after the activation of “Full Salvo” are sent to the
Graveyard by the effect of “Full Salvo”. They are not a cost. So they are sent
when “Full Salvo” resolves, not when it is activated.

If you send a “Dark World” monster to the Graveyard for the effect of “Full
Salvo”, its effects do not activate because it was not “discarded”.



Option Hunter (Normal Trap)
[You can only activate this card when a monster on your side of the field is
destroyed as a result of battle and sent to the Graveyard. Increase your Life Points
by the original ATK of the destroyed monster.]

If you send a monster to the Graveyard for “Option Hunter” that has
undetermined ATK, you gain 0 Life Points. (“King of the Skull Servants”,
“Megarock Dragon”, “Maju Garzett”, etc.)

“Option Hunter” does not target.


Here it is...

~Morgan~

Corpse
02-17-2006, 11:29 AM
let's stick it from the other topic.


thought I was going to ask a question huh? not this time.

with the arrival of Shadow of Infinity specific rulings, the definition of "Battle" has been changed, from "enter the damage step with" to "perform damage calculation with".
this changes the a couple of rules, such as the long discussed 'Drillroid' vs 'Legendary Jujitsu Master' scenario:
-if 'Drillroid' attacks 'Legendary Jujitsu Master', it will NOT be returned to the top of the deck.

I can't remember other examples from the top of my head right now, but if you have a question regarding this matter, feel free to ask here.


if you want to see/join/whatever the discussion:

http://www.pojo.biz/board/showthread.php?t=262419

gateguardian44
02-21-2006, 01:30 PM
Judges,

I hope you all had a good time at the SOI Sneak Preview, regardless if you were
judging or playing!

Below are the rulings for the new cards from Structure Deck 6, as well as for
"Elemental Hero Necroshade".
These rulings will also be posted to the FAQ section of the official website.

Thank you for your continued assistance.
Dan Scheidegger
Jr. Game Designer
Yu-Gi-Oh! TCG R&D
Upper Deck Entertainment

STRUCTURE DECK 6 - SPELLCASTER'S JUDGMENT
Card Rulings

Dark Eradicator Warlock
If a Normal Spell Card’s activation is negated (by “Magic Jammer” etc.), then no
damage is dealt by “Dark Eradicator Warlock”.

Mythical Beast Cerberus
If the monster battling “Mythical Beast Cerberus” is removed from the field
before (or during) damage calculation, the Spell Counters on “Cerberus” will not
be removed.

Removing the Spell Counters from “Mythical Beast Cerberus” does not start a
chain.

The Spell Counters on “Mythical Beast Cerberus” are removed after he battles no
matter which player is attacking.

Magical Blast
The number of Spellcaster-Type monsters is counted when “Magical Blast”
resolves. If your opponent chains an effect to “Magical Blast” that destroys all
of your Spellcasters, it still resolves but will do 0 damage.

The effect of “Magical Blast” that activates in the Draw Phase can be chained
to.

If you have more than 1 “Magical Blast” in your Graveyard during your Draw
Phase, you can activate them both, but only 1 will resolve. The other will
remain in Graveyard. This forms a chain because they are activating
simultaneously (at the specific point in time that you would otherwise draw). If
you also have “Freed the Matchless General” on the field, you can only resolve
either his effect or “Magical Blast’s” effect, but not both.

If you can not draw a card, either because you have no cards in your Deck, of
because of a card effect, then you cannot activate the effect of “Magical
Blast”.

Note that the effect of “Hino-Kagu-Tsuchi” resolves before the Draw Phase, so
you could activate the effect of “Magical Blast” after his effect resolves.

Magical Dimension
Tributing a monster for “Magical Dimension” is not a cost; it’s part of the
effect and happens when the effect resolves. If the effect of “Magical
Dimension” is negated then you do not Tribute a monster.

You don’t have to destroy a monster when using “Magical Dimension”; it’s
optional. If you do choose to destroy a monster, then it’s resolved at the same
time as the rest of “Magical Dimension’s” effect.

Because you select which monster to destroy when “Magical Dimension” resolves,
(not when it’s activated) “Magical Dimension” does not target.

You cannot activate “Magical Dimension” unless you have a Spellcaster-Type
monster in your hand that can be Special Summoned with its effect.

If your opponent activates “Magical Dimension” and chooses not to destroy a
monster on the field, then you can activate “Torrential Tribute” or “Bottomless
Trap Hole” to destroy the Special Summoned Spellcaster. If your opponent does
decide to destroy a monster, then you cannot activate these cards because the
last thing to happen was not a monster being Summoned. So you have missed the
timing.

You only need a Spellcaster-Type monster on the field when you activate “Magical
Dimension”, not when it resolves. If your opponent chains an effect to destroy
your Spellcasters, or flip them face-down, “Magical Dimension” still resolves as
normal. Also note that you can Tribute your only Spellcaster for “Magical
Dimension’s” effect and the rest of “Magical Dimension” will still resolve
properly.

You cannot Tribute a monster for “Magical Dimension” that is “unaffected by
Spell Cards” since Tributing is part of the effect of “Magical Dimension” (not a
cost). If the only monster on your side of the field is “Gemini Elf” while
“Non-Spellcasting Area” is active, then you could not activate “Magical
Dimension”.

If you Special Summon “Dark Magician of Chaos” with “Magical Dimension”, then
decide to destroy 1 monster on the field, then you will NOT get the effect of
“Dark Magician of Chaos” because it misses the timing. If you choose not to
destroy a monster, however, then his effect will activate. (See rulings for
“Dark Magician of Chaos”).

You can Tribute a monster that was targeted by “Soul Exchange” for “Magical
Dimension”.

You cannot chain “My Body as a Shield” to “Magical Dimension”, since destroying
a monster on the field is optional.

Nightmare’s Steelcage
The effect of “Nightmare’s Steelcage” can be negated by “Dark Balter the
Terrible”. It will remain on the field without effect until the opponent’s 2nd
End Phase after it was activated.

If you use “Magic Reflector” to put a counter on “Nightmare’s Steelcage”, it is
still destroyed during the opponent’s 2nd End Phase after it was activated. You
cannot remove the counter instead.

“Nightmare’s Steelcage” prevents both players from attacking.

Elemental Hero Necroshade
You can combine the effects of “Elemental Hero Necroshade” and “Ultimate
Offering” to Normal Summon an “Elemental Hero” without Tribute using the effect
of “Ultimate Offering”.

SD6 Rulings are up!

yoyoboy67
02-22-2006, 04:40 PM
UDE + Konami have made a rulings reversal on "Bottomless Trap Hole".


Konami has agreed to reverse an old ruling on "Bottomless Trap Hole" that was in
conflict with a new ruling for "Magical Dimension".

Some of you may remember the old ruling involving "Ultimate Offering" vs.
"Bottomless Trap Hole". It's been reversed. Here's the NEW RULING:

Only the monster(s) that triggered “Bottomless Trap Hole” by being Normal / Flip /
Special Summoned can be destroyed & removed from play by “Bottomless Trap Hole’s”
effect. Example: Player A Normal Summons “Dark Blade”, and Player B activates
“Bottomless Trap Hole” in response <Chain Link 1>, then Player A chains the
effect of his face-up “Ultimate Offering” to Tribute “Dark Blade” for “Summoned
Skull” <Chain Link 2>. “Ultimate Offering’s” effect resolves first, and “Dark
Blade” is Tributed for “Summoned Skull”. Then the effect of “Bottomless Trap
Hole” disappears because the monster it would have applied to is no longer on
the field.


While "Ultimate Offering" vs. "Bottomless Trap Hole" might not come up very often,
the main reason for this reversal is so that the ruling for "Magical Dimension"
is consistent. (Note that "Magical Dimension" is a Quick-Play...)

MAGICAL DIMENSION RULING:
If you Summon a monster like “Skilled Dark Magician” and the opponent activates
“Bottomless Trap Hole”, you can chain “Magical Dimension” to Tribute “Skilled
Dark Magician” and Special Summon another Spellcaster from your hand. This new
Spellcaster will NOT be destroyed by “Bottomless Trap Hole”.


Note that "Bottomless Trap Hole" still can destroy & remove multiple monsters
Summoned at the same time, like for "Cyber Jar" or "Return from the Different
Dimension". However, it's no longer an uber-destroyer that floats on the field
annihilating all in its path once it resolves.

Kevin Tewart
Sr. Game Designer
UDE Yu-Gi-Oh! TCG R&D Lead
Upper Deck Entertainment

gateguardian44
02-24-2006, 12:36 PM
Learn them well, Rulings for Exchange of the Spirits!

Judges,

All your "Exchange of the Spirit" questions are now answered, and just in time
for any weekend tournaments.
These rulings will also be available on the website's FAQ later today.

Dan Scheidegger
Jr. Game Designer
Yu-Gi-Oh! TCG R&D
Upper Deck Entertainment

-------------------------------------------

Exchange of the Spirit

“Exchange of the Spirit” does not “send” cards to the Graveyard; it swaps the
cards in your Deck with those in your Graveyard. So the effects of cards like
“Penguin Knight”, “****roach Knight”, or “Archfiend of Gilfer” will not
activate, nor would the effect of “Skull Invitation” deal any damage. If
“Banisher of Light” is on the field no cards will become removed from play
because they are not being sent to the Graveyard.

“Necrovalley” will negate the effect of “Exchange of the Spirit”.

“Exchange of the Spirit” does not target cards in the Graveyard, so “Big Burn”
cannot be activated.

“Exchange of the Spirit” is put into the new Graveyard after it resolves.

You need 15 cards in your Graveyard to activate “Exchange of the Spirit”. If you
have exactly 15 and the opponent chains “Disappear” to remove from play 1 of
those cards, “Exchange of the Spirit” was already activated correctly so it will
resolve correctly.

If the opponent activates “Premature Burial” or “Call of the Haunted” you can
chain “Exchange of the Spirit” (if you meet the requirements) to swap the cards
in the Deck and the Graveyard. Since the targeted monster is no longer in their
Graveyard, “Premature Burial” would be destroyed and “Call of the Haunted” would
remain on the field meaninglessly.

Any Fusion Monsters in the Graveyard when “Exchange of the Spirit” resolves will
be returned to the Fusion Deck.

If “Parasite Paracide” is face-up in a Deck when “Exchange of the Spirit”
resolves, it will be sent to its owner’s Graveyard.

TheRockBoS
02-28-2006, 08:41 AM
Is it possible to use fusion substitute monsters like Goddess of the
Third Eye and King of the Swamp with Miracle Fusion/ Dragon's Mirror?



------------------------------------------

Answer:

You can use fusion substitute monsters with "Miracle Fusion" and
"Dragon's Mirror."

Unless the Fusion Monster prohibits it, like "Fiend Skull Dragon."
"Fiend Skull Dragon" would not allow you to use any [Fusion Substitute
Monsters].

It is official, so STOP asking about it.

Corpse
03-08-2006, 08:09 AM
http://lists.upperdeck.com/read/messages?id=8613


this post confirms my earlier thought of ruling change on 'Drillroid' vs 'Legendary Jujitsu Master', for anyone who wanted an "official" word.

Basically, the question is whether Mystic Swordsman, Drilloid and their kind consider to "Battle" with Legendary Jujitsu Master, and thus activate his effect, even though they destroy LJM without applying damage calculation.

Any clarification on this would be helpful.

Cheers,

Tony Matthews.


---------------------------------------

Answer:

If "Legendary Jujitsu Master" is destroyed by the effect of "Mystic Swordsman LV2" or "Drillroid," it will not have "battled" and thus its effect will not activate.

---------------------------------------
Curtis Schultz
Official UDE ******
CurtisSchultz_******@Hotmail.com

TheRockBoS
04-03-2006, 10:33 AM
ANCIENT LAMP

The first effect of “Ancient Lamp” is a Trigger Effect.

When your face-down Defense Position “Ancient Lamp” is attacked:
1. Your opponent’s monster declares an attack.
2. “Ancient Lamp” is flipped face-up during the Damage Step. At this
time you decide if you would like to activate its effect.
3. Select a monster on your opponent’s side of the field other than the
attacking one. This monster can be face-up or face-down and in any
battle position.
4. Calculate damage between the target monster and the attacking
monster. The opponent (who controls both monsters) will take any Battle
Damage resulting from the attack.

The opponent can chain “Divine Wrath” to “Ancient Lamp’s” effect and
destroy it.

If a face-down Flip Effect monster was chosen as the new attack target,
its Flip Effect activates as normal.

The first effect of “Ancient Lamp” targets a monster on your opponent’s
side of the field (except the attacking monster.) If “Lord of D.” is
face-up on the field you cannot select a Dragon-Type monster as the
attack target. If you cannot target any of your opponent’s monsters with
this effect, you cannot activate the effect.

If you select a “Spirit Reaper” as the new attack target, the “Spirit
Reaper” will be destroyed AFTER damage calculation (at the same time
that Flip Effects are resolved).

The effect of “Ancient Lamp” changes the attack target, so “Ancient
Lamp” is not involved in Damage Calculation.

If a face-down Defense Position “Ancient Lamp” is attacked by “Sasuke
Samurai” or “Mystic Swordsman LV2”, it will be destroyed before it is
flipped face-up and its effect will not activate.

If “Skill Drain” is active on the field, the effects of “Ancient Lamp”
will be negated. (Attacks will not be re-directed.)

If the attacking monster can do piercing Battle Damage (such as “Mad
Sword Beast”, “Saber Beetle”, or if “Meteorain” was activated or
“Dragon’s Rage” is applicable) and you use the effect of “Ancient Lamp” to have
it attack your opponent’s Defense Position monster who’s DEF is lower
than the attacker’s ATK, the Battle Damage will be dealt to the
controller of “Ancient Lamp”. This is because the text of the attacking monster
says “inflict the difference as Battle Damage to the opponent’s Life
Points.”

You can target a “Command Knight”, “Guardian Kay’est” or “The Legendary
Fisherman” with “Umi” on the field with “Ancient Lamp’s” effect. You
can target the opponent’s “Soul-Absorbing Bone Tower” even if they
control another face-up Zombie-Type monster.

If your opponent attacks your face-down Defense Position “Ancient Lamp”
and you activate its effect and select the opponent’s face-down Defense
Position “Ancient Lamp”, the 2nd “Lamp’s” effect will NOT activate. It
must be attacked by an opponent’s monster.

If you use the effect of “Ancient Lamp” to make the opponent’s
“Steamroid” attack or be attacked by their own monster, “Steamroid’s” ATK will
not change because it is not in battle with an opponent’s monster.

If you use the effect of “Ancient Lamp” to make the opponent’s “Don
Zaloog” or “The Bistro Butcher” attack your opponent’s own monster, the
effect of “Don Zaloog” or “The Bistro Butcher” will not activate because
they are not doing battle damage to the opponent’s Life Points.

If your face-down Defense Position “Ancient Lamp” is attacked by “Dark
Ruler Ha Des”, its effect activates. If you select an opponent’s effect
monster as the new attack target, and it’s destroyed by “Dark Ruler Ha
Des”, its effect will be negated.

If “D. D. Warrior” attacks a face-down Defense Position “Ancient Lamp”
and its attack is re-directed by “Ancient Lamp’s” effect, the “D. D.
Warrior” and the targeted monster will be removed from play. “Ancient
Lamp” remains on the field.

If you select “Sanga of the Thunder” as the new attack target, the
opponent cannot activate its effect because his own monster is attacking
“Sanga of the Thunder”; his opponent’s monster isn’t attacking.

If you use the effect of “Ancient Lamp” to select a Defense Position
monster (whose DEF is higher than the ATK of the attacking monster) as
the new attack target, you can still activate “Destruction Punch” or
“Cross Counter” since your opponent controls the attacking monster.

If you use the effect of “Ancient Lamp” to select a face-down “Adhesive
Explosive” as the new attack target, the effect of “Adhesive Exposive”
will not activate because it is not being attacked by an opponent’s
monster.

If you use the effect of “Ancient Lamp” to have the opponent’s “Dark
Necrofear” attack a stronger monster on their side of the field, “Dark
Necrofear’s” effect will not activate since it was not destroyed by an
opponent’s (your) monster.

If you use the effect of “Ancient Lamp” to have your opponent’s
“Shadowknight Archfiend” attack their Attack Position “Sinister Serpent”, they
will take 1700 points of Battle Damage. The damage is not halved
because it is not being dealt to the opponent’s (your) Life Points.

If you use the effect of “Ancient Lamp” to have the opponent’s “Legacy
Hunter” attack an opponent’s face-down Defense Position monster, and
destroy it, “Legacy Hunter’s” effect will activate and you (the
controller of “Ancient Lamp”) will shuffle a card from your hand into your Deck.

Special Summoning “La Jinn the Mystical Genie of the Lamp” from your
hand is an Ignition Effect. It can be chained to.

You can only Special Summon 1 “La Jinn the Mystical Genie of the Lamp”
at a time, but you can activate this effect multiple times during the
same turn. So you could activate it 3 times and Special Summon 3 “La
Jinn the Mystical Genie of the Lamp”.


Ancient Lamp's overly complicated rulings are up! :cool:

Additional Comment:
Just noted a rulings reversal.

Previously, Elemental Mistress Doriado counted its multiple Attributes from anywhere. But now....

The effect of “Elemental Mistress Doriado” is a Continuous Effect, and it is only applied while she’s face-up on the field.

Kameiko
05-04-2006, 03:04 PM
LAST WILL
You can activate “Last Will” before or after a monster is sent to the Graveyard, and still get the effect of “Last Will” to Special Summon a monster.

You can choose the timing for when you Special Summon for the effect of “Last Will”. You can Special Summon the monster at any time during your turn, except during damage calculation. You do not have to Special Summon the monster at the point the first monster was sent to the Graveyard. If you activated “Last Will” after a monster was sent to the Graveyard, you do not have to Special Summon the monster when “Last Will” resolves.

If you wish, you may Special Summon the monster immediately after “Last Will” resolves (if activated after a monster was destroyed), or when the first monster is sent to the Graveyard (if “Last Will” was activated before the monster was destroyed). But you don’t have to, you can do it later.

For example, if your monster is destroyed by battle, and you activate “Last Will” during Main Phase 2, you can Special Summon a monster at that time. Or you can wait and Special Summon during the End Phase.

You can apply the effect of “Last Will” as long as a monster on your side of the field is (or was) sent to your Graveyard, no matter which Phase it was in. As long as it’s the same turn in which you activated “Last Will”.

If you activate 2 "Last Wills", then you get to Special Summon 2 monsters, as long as a monster is (or was) sent from your side of the field to your Graveyard that same turn.

You only Special Summon 1 monster for each 1 "Last Will".

If you Special Summon using "Last Will’s" effect, then you don’t get to Special Summon for it again (but you do for any other copies of “Last Will” that are activated). If you activate “Last Will”, and the end of the turn arrives without using "Last Will’s" effect, then the effect is gone.

You can Special Summon for “Last Will” if a monster was Tributed for a Tribute Summon, or for "Cannon Soldier’s" effect, etc.

You can use "Last Will’s" effect to Special Summon a Level 5 or higher monster like "Labyrinth Wall".

You cannot Special Summon a "Special Summon-only" monster. You CAN Special Summon "Toon Mermaid" with "Last Will's" effect, as long as you have "Toon World" on your side of the field.

"Last Will’s" effect can only be used if your OWN monster is (or was) sent from YOUR side of the field to YOUR Graveyard.

If your monster is sent to your Graveyard by battle, you resolve "Last Will’s" effect during that same Battle Phase (but not during the Damage Step). If it’s your turn, then your newly Summoned monster can attack before Main Phase 2.

If "Imperial Order" is activated after "Last Will" has resolved, it will not negate "Last Will's" effect.

You can Special Summon a 1500 ATK monster that will have higher than 1500 ATK after being Summoned, such as a Fiend with 1500 original ATK while "Yami" is on the field (its ATK once Summoned will be 1700). You can Special Summon "Muka Muka" even if you have 6 cards in your hand and "Muka Muka's" ATK, once Summoned, will be higher than 1500.


Rulings for "Last Will" has been changed please read.

Additional Comment:

NEW RULING FOR REPLAY!

The monster that was attacking when the replay occurred is still considered to have attacked the original target, even if you decide not to continue with attacking that target when the replay happens. It can not attack again after another of your monsters, nor can you manually change its battle position in Main Phase 2

Example #3 of a replay:
The opponent controls only 2 cards: “The Legendary Fisherman” and “Umi”. The turn player controls “Battle Ox” and “Summoned Skull”. The turn player attacks with “Battle Ox”, and attacks directly because of the effect of “The Legendary Fisherman”. The opponent responds to the attack by destroying “Umi” with “Mystical Space Typhoon”. A potential new attack target (“The Legendary Fisherman”) appears on the opponent’s side of the field. A replay occurs. The turn player can continue “Battle Ox’s” attack, but it would be destroyed by “The Legendary Fisherman”. If the turn player calls off the attack, and destroys “The Legendary Fisherman” with “Summoned Skull”, “Battle Ox” cannot attack again this turn because it already declared an attack.

Example #5 of a replay:
The turn player controls “Asura Priest” (1700 ATK), which can attack each opponent’s monster once each. The opponent has “Mokey Mokey” equipped with “United We Stand” (1100 ATK) and has a face-down “Scapegoat” card. The turn player attacks “Mokey Mokey” with “Asura Priest”. The opponent activates “Scapegoat” and Special Summons 4 “Sheep Tokens”, raising “Mokey Mokey’s” ATK to 4300. A replay happens and the turn player must decide whether to continue to attack, and against what target. If “Asura Priest” continues its attack against “Mokey Mokey”, it will be destroyed. So the player continues the attack but changes the target to a “Sheep Token”, destroying it. After that, the “Asura Priest” attacks the other 3 “Sheep Tokens” and destroys them all. Even though “Mokey Mokey” is back at 1100 ATK, “Asura Priest” already declared an attack against “Mokey Mokey” this turn (and then backed off), so it cannot attack “Mokey Mokey” again.


Additional Comment:

BLAST WITH CHAIN AND ROYAL DECREE:
QUESTION:
May "Blast With Chain" be activated and fully resolved even when "Royal Decree"
is face-up on the field?
================================================== ==============
ANSWER:
If "Royal Decree" is already face-up on the field, you can activate "Blast
With Chain". But all of its effects will be negated. Including the effect
that makes it into an Equip Card.

Since it never became an Equip Card, its "when I'm destroyed..." effect never
activates. (And even if it did, "Royal Decree" would negate that, too.)

Kevin Tewart
Sr. Game Designer
UDE Yu-Gi-Oh! TCG R&D Lead
Upper Deck Entertainment

gateguardian44
05-11-2006, 09:52 AM
Hello Judges,

I want to thank all of you who are volunteering at an Enemy of Justice Sneak
Preview this weekend. To help make your job easier here are the card rulings for
EOJ, and the texts for the appropriate cards. The format is:

Card Name [Card Type]
Card Text

Card Rulings

These rulings will also be up on the official website later today.

To all of you who are not judging, I hope you attended, get your “Toon Dark
Magician Girl”, and that everyone has a great time!

The Enemy is here, starting this weekend! Get your game on!

Dan Scheidegger
Jr. Game Designer
Yu-Gi-Oh! TCG R&D
Upper Deck Entertainment
www.yugiohpreview.com

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Destiny Hero – Doom Lord [Effect Monster]
Once per turn, if this card is in face-up Attack Position on your side of the
field, you can remove from play 1 of your opponent's monsters. The player who
used this effect cannot declare an attack this turn, and the removed monster
will be returned to the opponent's side of the field in the same battle position
during your second Standby Phase after activation.

This is an Ignition Effect.

You can select a face-up or face-down monster to remove from play.

Returning the monster to play cannot be chained to. The monster will return to
play during your 2nd Standby Phase even if “Destiny Hero – Doom Lord” is no
longer on the field.

You can activate “Destiny Hero – Doom Lord’s” effect even if your Battle Phase
is going to be skipped because of a card effect like “Soul Exchange”.

If you declared an attack then you cannot activate “Destiny Hero – Doom Lord’s”
effect this turn, even if your only attack was negated.

If all 5 of your opponent’s Monster Card Zones are full when the removed monster
would return to play, it is destroyed.

Destiny Hero – Captain Tenacious [Effect Monster]
Once per turn, while this card is face-up on your side of the field, if a
monster on your side of the field that includes "Destiny Hero" in its card name
(except this card) is destroyed as a result of battle and sent to the Graveyard,
you can Special Summon that 1 monster to your side of the field during your next
Standby Phase.

This effect activates during your Standby Phase, so “Destiny Hero - Captain
Tenacious” must be face-up on the field at that time to Special Summon the
“Destiny Hero” monster. This effect does not activate when your “Destiny Hero”
monster is destroyed.

“Divine Wrath” can be chained to “Destiny Hero – Captain Tenacious’s” effect
when it activates during your Standby Phase.

Each “Destiny Hero – Captain Tenacious” can Special Summon 1 monster during your
Standby Phase, so if you have 2 “Destiny Hero – Captain Tenacious” face-up on
the field and 2 “Destiny Hero” monsters in your Graveyard that were destroyed as
a result of battle since your last Standby Phase, you can activate and resolve
their effects one at a time.

Destiny Hero – Diamond Dude [Effect Monster]
While this card is face-up on your side of the field, once per turn you can look
at the top card of your Deck. If the card is a Normal Spell Card, send it to the
Graveyard and you can activate the Normal Spell Card during the Main Phase of
your next turn. If the card is not a Normal Spell Card, place it on the bottom
of your Deck.

“Destiny Hero – Diamond Dude” doesn’t actually activate the Normal Spell card
itself. Instead, he just activates its effect. So the Spell Card remains in the
Graveyard.

Since you are only activating the Normal Spell Card’s effect, and not the Normal
Spell Card itself, you do not pay costs and you do not have to meet any
activation requirements. For example, you would not pay 1000 Life Points for
“Confiscation”, or discard 1 card for “Monster Reincarnation”, or need a
“Blue-Eyes White Dragon” on the field to activate the effect of “Burst Stream of
Destruction”.

Since the Spell Card itself is not activated (only its effect is), your opponent
cannot chain “Magic Jammer”, “Dark Deal”, “Barrel Behind the Door” or any other
card that has to be chained to the activation of a Spell Card.

When you resolve “Destiny Hero – Diamond Dude’s” effect you (1) reveal the top
card of your Deck, then (2A) send it to your Graveyard if it is a Normal Spell
Card or (2B) return it to the top of your Deck if it’s not. Activating that
Spell Card’s effect during your next turn is not activating “Destiny Hero –
Diamond Dude’s” effect at that time. Even if “Destiny Hero – Diamond Dude” is
not on the field during your next turn’s Main Phases, you can still activate the
effect of that Normal Spell Card.

“Divine Wrath” can be chained to “Destiny Hero – Diamond Dude’s” Ignition Effect
when it is activated. You cannot chain “Divine Wrath” to the activation of the
Normal Spell Card’s effect during the next Main Phase (because “Destiny Hero –
Diamond Dude’s” effect is not activating at that time.)

You can choose not to activate the Normal Spell Card during your next turn if
you do not want to.

The Normal Spell Card’s effect activates in the Graveyard. So its effect will
not be negated by “Spell Canceller”.

If the Normal Spell Card is no longer in your Graveyard during your next turn,
you cannot activate its effect.

If the effect of the Normal Spell Card targets, you cannot activate the effect
unless there is an eligible target on the field.

If “Swords of Revealing Light” is sent to the Graveyard by this effect you can
activate it, but only its effect that flips monsters face-up will apply. It will
not stop the opponent’s monsters from attacking because it is not on the field.

You cannot activate the effect of “Curse of Fiend”, because it can only be
activated during the Standby Phase.

If you have activated the effect of “Destiny Hero – Diamond Dude” and he is
flipped face-down, then face-up again in the same turn, you can activate his
effect again.

Destiny Hero – Dreadmaster [Effect Monster]
If this card was Special Summoned by the effect of "Clock Tower Prison", destroy
all monsters on your side of the field (except for "Destiny Hero" monsters),
then you can Special Summon up to 2 “Destiny Hero” monsters from your Graveyard.
During the turn this card is Special Summoned, “Destiny Hero” monsters on your
side of the field cannot be destroyed, and all Battle Damage inflicted to the
controller of this card becomes 0 during battle involving “Destiny Hero”
monsters on your side of the field. The ATK and DEF of this card are equal to
the combined original ATK of all “Destiny Hero” monsters on your side of the
field (except this card).

“Destiny Hero – Dreadmaster’s” second sentence is applied if he is Special
Summoned by any method, not just by the effect of “Clock Tower Prison”.

“Destiny Hero – Dreadmaster’s” first effect (to destroy your non-“Destiny Hero”
monsters and Special Summon 2 “Destiny Hero” monsters) is a Trigger Effect and
his other effects are Continuous Effects.

Destroying all your non-“Destiny Hero” monsters and Special Summoning 2 “Destiny
Hero” monsters is resolved in the same chain link. Even if you have no monsters
that will be destroyed you still get to Special Summon 2 “Destiny Hero”
monsters.

If “Royal Oppression” is face-up on the field you can activate its effect to
negate the Special Summon of “Destiny Hero – Dreadmaster” when he is Special
Summoned by the effect of “Clock Tower Prison”. If your “Royal Oppression” is
face-down when “Clock Tower Prison” is destroyed, you can chain its activation
(flipping it face-up) to the effect of “Clock Tower Prison”. “Royal Oppression”
will resolve first, and be face-up when “Destiny Hero – Dreadmaster” is Special
Summoned, and then you can activate its the effect of “Royal Oppression” when
“Destiny Hero – Dreadmaster” is Special Summoned in order to negate the Special
Summon.

Cyber Tutu [Effect Monster]
If the ATK of each monster on your opponent's side of the field is higher than
the ATK of this card, this card can attack your opponent's Life Points directly.

“Cyber Tutu’s” effect is a Continuous Effect; it cannot be chained to.

“Cyber Tutu” cannot attack directly if the opponent controls any face-down
monsters.

If “Cyber Tutu” uses her effect to attack directly, you can activate “Rush
Recklessly” during the DAMAGE STEP, and even if it raises her ATK higher than
the ATK of an opponent’s monster a replay will not occur. But if you activate
“Rush Recklessly” during the BATTLE STEP, a replay will occur.

Cyber Gymnast [Effect Monster]
Once per turn, by discarding 1 card from your hand, destroy 1 face-up Attack
Position monster on your opponent's side of the field.

This effect targets 1 face-up Attack Position monster. If an effect is chained
to change the target to anything other than face-up Attack Position, then the
targeting conditions are no longer correct and it will not be destroyed.

Cyber Kirin [Effect Monster]
By Tributing this card, until the end of this turn, any effect damage inflicted
to the controller of this card becomes 0.

“Cyber Kirin’s” effect is an Ignition Effect, so you can only activate it during
your own Main Phases.

Cyber Phoenix [Effect Monster]
While this card is in face-up Attack Position on your side of the field, negate
the effects of any Spell or Trap Card that targets 1 Machine-Type monster on
your side of the field. When this face-up card on the field attacks or is
attacked, and it is destroyed as a result of battle and sent to the Graveyard,
you can draw 1 card from your Deck.

This card’s first effect is a Continuous Effect and its second effect is a
Trigger Effect.

“Cyber Phoenix’s” Continuous Effect will not negate cards that have 2 targets,
such as “Penguin Soldier” or “Mystic Box”.

Searchlightman [Effect Monster]
FLIP: Your opponent cannot Set (or flip face-down) any cards for the rest of
this turn.

If “Searchlightman’s” Flip Effect is activated, and then later “Cyber Jar’s”
Flip Effect is activated, all appropriate monsters picked-up by your opponent
will have to be Special Summoned in face-up Attack Position.

Victory Viper XX03 [Effect Monster]
When this card destroys an opponent's monster as a result of battle, select and
activate 1 of the following effects:
●Increase the ATK of this card by 400 points.
●Destroy 1 face-up Spell or Trap Card on the field.
●Special Summon 1 "Option Token" to your side of the field. It always has
the same Type, Attribute, Level, ATK and DEF as this card.

If “Victory Viper XX03” leaves the field or is flipped face-down, all of its
Option Tokens disappear. (Note that they are not “destroyed”.)

“Victory Viper XX03’s” effect activates during the Damage Step when the monster
it destroys in battle is sent to the Graveyard.

Swift Birdman Joe [Effect Monster]
If you Tribute Summon this card by Tributing a WIND monster, return all Spell
and Trap Cards on the field to the owners' hands.

This effect is a Trigger Effect that can be chained to.

Harpie’s Pet Baby Dragon [Effect Monster]
This card accumulates effects according to the number of monsters on your side
of the field that include "Harpie" in their names (other than "Harpie's Pet Baby
Dragon" and “Harpie’s Brother”). At least 1: While this card is face-up on the
field, your opponent cannot select monsters on your side of the field as attack
targets if they include "Harpie" in their card names (other than "Harpie's Pet
Baby Dragon" and “Harpie’s Brother”). At least 2: Double the original ATK and
DEF of this card. At least 3: Once per turn, you can destroy 1 card on your
opponent's side of the field.

These effects accumulate, so if you have 3 “Harpie Lady” on the field all 3
effects are applied. Only face-up Harpies count, though.

If you activate the 3rd effect of “Harpie’s Pet Baby Dragon” and the opponent
chains an effect to destroy 1 of your other “Harpie” monsters, leaving you with
only 2, the effect still resolves properly because the conditions were correct
when it was activated.

Majestic Mech – Senku [Effect Monster]
If this card attacks your opponent's Life Points directly, draw 1 card from your
Deck. This card is sent to the Graveyard during the End Phase of the turn it was
Normal Summoned, Flip Summoned or Special Summoned.

If a “Majestic Mech” is face-down during the End Phase, its effect cannot
activate so it will not be destroyed. But it remembers when it was Summoned,
even if flipped face-down. So if you Summon a “Majestic Mech - Senku”, flip it
face-down, then flip it face-up again during the same turn, it will be destroyed
by its effect.

The effect of “Majestic Mech – Senku” that destroys itself only activates during
the End Phase of the turn it was Summoned. If it manages to remain on the field
longer than that, it will not destroy itself during any following End Phase.

If “Skill Drain” is active during the End Phase, it will negate the effects of a
“Majestic Mech” so the “Majestic Mech” will not destroy itself.

The effect of a “Majestic Mech” to destroy itself is a Trigger Effect that
starts a chain.

“Majestic Mech – Senku’s” first effect is also a Trigger Effect that can be
chained to.

Majestic Mech – Ohka [Effect Monster]
You can Normal Summon this card without Tributing a monster. If you Normal
Summon it this way, it is sent to the Graveyard during the End Phase.
Majestic Mech – Goryu [Effect Monster]
You can Normal Summon this card by Tributing 1 monster. If you Normal Summon it
this way, it is sent to the Graveyard during the End Phase. During battle
between this attacking card and a Defense Position monster whose DEF is lower
than the ATK of this card, inflict the difference as Battle Damage to your
opponent's Life Points.

Flipping “Majestic Mech – Ohka” or “Majestic Mech – Goryu” face-down will not
reset their memory of how they were Summoned. So if you Normal Summoned them
with fewer Tributes by using their effect, they will still be destroyed by their
effect during the End Phase even if they have been flipped face-down since being
Summoned. (However, as long as they are face-down DURING the End Phase, their
effect will not activate during that End Phase.)

The effect of “Majestic Mech – Ohka” and “Majestic Mech – Goryu” that destroys
itself will activate during the End Phase of every turn (if they were Normal
Summoned with fewer Tributes by using their effect).

If “Skill Drain” is active during the End Phase, it will negate the effects of a
“Majestic Mech” so the “Majestic Mech” will not destroy itself.

The effect of a “Majestic Mech” to destroy itself is a Trigger Effect that can
be chained to.

Royal Knight [Effect Monster]
When this card destroys a monster as a result of battle and sends it to the
Graveyard, increase your Life Points by the DEF of the destroyed monster.

For its effect to activate, “Royal Knight” must be on the field when the monster
it destroyed is sent to the Graveyard. Its effect will not activate if it
battles a monster with equal ATK and they are both destroyed.

Herald of Green Light [Effect Monster]
Send this card and 1 other Fairy-Type monster from your hand to the Graveyard to
activate this effect. Negate the activation of your opponent's Spell Card and
destroy it. This effect can be activated during either player's turn.

“Herald of the Green Light’s” effect is a multi-Trigger effect so it can be
activated during the Damage Step.

If “Banisher of the Radiance” or “Macro Cosmos” is face-up on the field, you
cannot activate “Herald of the Green Light’s” effect because you cannot send it
and another Fairy-Type monster to the Graveyard for the cost.

“Herald of the Green Light’s” effect will not be negated by the effect of “The
End of Anubis” because it doesn’t activate in the Graveyard.

Herald of the Purple Light [Effect Monster]
Send this card and 1 other Fairy-Type monster from your hand to the Graveyard to
activate this effect. Negate the activation of your opponent's Trap Card and
destroy it. This effect can be activated during either player's turn.

“Herald of the Purple Light’s” effect is a multi-Trigger effect so it can be
activated during the Damage Step. Since it has a Spell Speed of 2 it cannot be
chained to the activation of a Counter Trap Card.

If “Banisher of the Radiance” or “Macro Cosmos” is face-up on the field you
cannot activate “Herald of the Purple Light’s” effect because you cannot send it
and another Fairy-Type monster to the Graveyard for the cost.

“Herald of the Purple Light’s” effect will not be negated by the effect of “The
End of Anubis” because it doesn’t activate in the Graveyard.

Bountiful Artemis [Effect Monster]
While this card is face-up on the field, draw 1 card from your Deck each time a
Counter Trap Card is activated.

The effect of “Bountiful Artemis” is a Continuous Effect, and cannot be chained
to. You will draw 1 card immediately after a Counter Trap’s effects have
resolved.

Your “Bountiful Artemis’s” effect will activate even if your opponent is the one
who activated the Counter Trap.

If “Seven Tools of the Bandit” is used to negate the activation of another Trap
Card, such as “Magic Jammer”, you will not draw a card for “Magic Jammer” since
its activation was negated.

Layard the Liberator [Effect Monster]
While this card is face-up on the field, add 2 of your removed from play
Fairy-Type monsters to your hand each time a Counter Trap Card is activated.

The effect of “Layard the Liberator” is a Continuous Effect, and cannot be
chained to. You will add 2 of your Fairy-Type monsters to your hand immediately
after a Counter Trap’s effects have resolved.

“Layard the Liberator’s” effect will not activate if you have only 1 Fairy-Type
monster removed from play.

This effect targets 2 Fairy-Type monsters.

Voltanis the Adjudicator [Effect Monster]
After 1 of your Counter Trap Cards has been activated and has resolved, by
Tributing all monsters on your side of the field, you can Special Summon this
card. If this card is Special Summoned this way, you can destroy cards on your
opponent's side of the field up to the number of Fairy-Type monsters you
Tributed.

“Voltanis the Adjudicator” can be Special Summoned by its effect immediately
after your Counter Trap’s effects have resolved.

Tributing all your monsters to Special Summon “Voltanis the Adjudicator” is a
cost. If you do not have at least 1 monster to Tribute, you cannot activate this
effect.

“Voltanis’s” effect does not target the cards you want to destroy

You cannot Special Summon “Voltanis the Adjudicator” if “Mask of Restrict” is
active on the field.

Guard Dog [Effect Monster]
FLIP: Your opponent cannot Special Summon for the rest of this turn.

If your “Guard Dog’s” Flip Effect resolves, and then later “Cyber Jar” is
flipped face-up, your opponent will not be able to Special Summon any of the
monsters they pick up, and any monsters that would normally be Special Summoned
will be destroyed instead.

Avalanching Aussa [Effect Monster]
Once per turn, by Tributing 1 EARTH monster on your side of the field (except
this card), Special Summon 1 EARTH monster from your hand. The monster Special
Summoned by this effect is destroyed if "Avalanching Aussa" is removed from your
side of the field.
Raging Eria, Blazing Hiita, and Storming Wynn

This card’s effect is an Ignition Effect.

If this card is flipped face-down, any monsters Special Summoned by her effect
will not be destroyed. If this card is destroyed while she is face-down, any
monsters Special Summoned by her effect will not be destroyed.

If a monster Special Summoned by this card’s effect is flipped face-down, it
will not be destroyed when this card is destroyed.

Elemental Hero Mariner [Fusion Effect Monster]
"Elemental Hero Bubbleman" + "Elemental Hero Avian"
This monster cannot be Special Summoned except by Fusion Summon. If you have any
face-down cards in your Spell & Trap Card Zone, this card can attack your
opponent's Life Points directly.

If you have a face-down Field Spell Card, but no face-down cards in your Spell &
Trap Card Zones, you cannot attack directly with “Elemental Hero Mariner’s”
effect.

If your opponent controls a monster equipped with “Ring of Magnetism”, then
“Elemental Hero Mariner” cannot attack directly.

Elemental Hero Necroid Shaman [Fusion Effect Monster]
"Elemental Hero Wildheart" + "Elemental Hero Necroshade"
This monster cannot be Special Summoned except by Fusion Summon. When this card
is Special Summoned, destroy 1 monster on your opponent's side of the field.
Then select 1 monster from your opponent's Graveyard and Special Summon it to
your opponent's side of the field.

The controller of “Elemental Hero Necroid Shaman” chooses which monster to
Special Summon and what battle position to Special Summon it in.

If you did not destroy a monster with “Elemental Hero Necroid Shaman’s” effect
then you do not Special Summon a monster from your opponent’s Graveyard.

Misfortune [Normal Spell Card]
Select 1 face-up monster on your opponent's side of the field to activate this
card. Inflict damage to your opponent's Life Points equal to half the original
ATK of the selected monster. Your monsters cannot attack this turn.

You can select your opponent’s “Horus the Black Flame Dragon LV6” for
“Misfortune’s” effect and the opponent will still take damage. This is because
“Misfortune” has no effect on the monster you select.

R – Righteous Justice [Normal Spell Card]
Destroy Spell or Trap Cards on the field equal to the number of face-up cards on
your side of the field that include "Elemental Hero" in their card names.

Count the number of “Elemental Heroes” on your side of the field when the effect
of “R – Righteous Justice” resolves.

“R – Righteous Justice” does not target.

If there are fewer Spell and Trap Cards to destroy on the field than the number
of “Elemental Heroes” you control, then the effect of “R – Righteous Justice”
disappears. You cannot choose to destroy “R – Righteous Justice” with its own
effect.

HERO Flash!! [Normal Spell Card]
Remove from play these cards in your Graveyard to activate this card: "H -
Heated Heart", "E - Emergency Call", "R - Righteous Justice" and "O - Oversoul".
Special Summon 1 Normal Monster from your Deck that includes "Elemental Hero" in
its card name. This turn, Normal Monsters on your side of the field that include
"Elemental Hero" in their card names can attack your opponent's Life Points
directly.

“HERO Flash!!” only affects “Elemental Hero” Normal Monsters that are on the
field when it resolves.

Even if you are unable to Special Summon an “Elemental Hero” Normal Monster from
your Deck, your “Elemental Hero” Normal Monsters can still attack directly.

Power Capsule [Normal Spell Card]
Select 1 face-up "Victory Viper XX03" on your side of the field to activate this
card. Select 1 effect of "Victory Viper XX03", and apply the effect as this
card's effect.

You select 1 “Victory Viper XX03” at activation of “Power Capsule”, but you
select which of its effects to apply at resolution of “Power Capsule”.

Celestial Transformation [Quick-Play Spell Card]
Special Summon 1 Fairy-Type monster from your hand. Halve the ATK of that
monster and destroy it during the End Phase.

If the monster Special Summoned with “Celestial Transformation” is flipped
face-down, then it is not destroyed during the End Phase.

You can activate “Torrential Tribute” after a monster is Special Summoned with
the effect of “Celestial Transformation”.

Guard Penalty [Quick-Play Spell Card]
Select 1 monster on the field. If the selected monster is changed to Defense
Position this turn, draw 1 card from your Deck.

You can only draw 1 card from “Guard Penalty’s” effect. You draw 1 card the
first time the selected monster is changed to Defense Position. Drawing the 1
card cannot be chained to.

You draw 1 card even if the selected monster is changed from face-up Attack
Position to face-down Defense Position.

Grand Convergence [Quick-Play Spell Card]
You can only activate this card while "Macro Cosmos" is on your side of the
field. Inflict 300 points of damage to your opponent's Life Points and destroy
all monsters on the field.

Inflicting 300 damage and destroying all monsters on the field are both resolved
at the same time.

If the 300 damage would be reduced to 0 by the effect of “Des Wombat” or
“Pikeru’s Circle of Enchantment”, “Grand Convergence” can still be activated and
all monsters on the field will still be destroyed.

If an effect that destroys “Macro Cosmos” or removes it from the field is
chained to “Grand Convergence”, the effects of “Grand Convergence” will still
resolve because the activation conditions were correct when it was activated.

Dimensional Fissure [Continuous Spell Card]
Any monster sent to the Graveyard is removed from play instead.

While “Dimensional Fissure” is active, a monster that is destroyed while
face-down will still be removed from play face-up.

Since Monster Cards are removed from play instead of going to the Graveyard, you
cannot not send “Horus the Black Flame Dragon LV6” to the Graveyard to activate
its effect to level up.

Clock Tower Prison [Field Spell Card]
Put 1 Clock Counter on this card during each of your opponent's Standby Phases.
While there are 4 or more Clock Counters on this card, the controller of this
card does not receive any Battle Damage. When this card with 4 or more Clock
Counters is destroyed and sent to the Graveyard, Special Summon 1 "Destiny Hero
- Dreadmaster" from your hand or Deck.

Putting a Clock Counter on “Clock Tower Prison” can be chained to. The effect to
Special Summon “Destiny Hero – Dreadmaster” can also be chained to. The effect
that stops Battle Damage is a Continuous Effect that cannot be chained to.

If “Clock Tower Prison” with 4 or more Clock Counters is destroyed because a new
Field Spell Card is activated, “Clock Tower Prison’s” effect will activate.

If “Spell Canceller” is Summoned or “Imperial Order” is activated, all the Clock
Counters will be removed from “Clock Tower Prison”.

Destruction of Destiny [Normal Trap Card]
Send 3 cards from the top of your Deck to the Graveyard, and take 1000 points of
damage for each Spell or Trap Card you sent to the Graveyard by this effect.

Sending 3 cards from the top of your Deck to the Graveyard is part of the effect
of “Destruction of Destiny”. It is not a cost.

You cannot activate “Destruction of Destiny” if you have less than 3 cards in
your Deck.

All the damage is dealt in a single sum. So if you send 3 Spell or Trap Cards
you take 3000 damage, not 1000 damage three times.

Icarus Attack [Normal Trap Card]
By Tributing 1 Winged Beast-Type monster on your side of the field, destroy 2
cards on the field.

“Icarus Attack” targets 2 cards. Even if 1 of the target cards is a Spell or
Trap and it is activated in a chain, both cards will still be destroyed.

You cannot choose “Icarus Attack” itself for 1 of its 2 targets.

Elemental Absorber [Continuous Trap Card]
Remove from play 1 Monster Card in your hand. While this card is on the field,
your opponent's monsters that have the same Attribute as the monster removed by
this effect cannot declare an attack.

Removing from play 1 Monster Card in your hand is not a cost. It is part of the
effect of “Elemental Absorber”.

You only remove from play 1 Monster Card from your hand and when “Elemental
Absorber” resolves. You can’t remove additional cards later. You can’t remove
from play more than 1 card when “Elemental Absorber” resolves.

Macro Cosmos [Continuous Trap Card]
You can Special Summon 1 "Helios - The Primordial Sun" from your hand or Deck.
While this card is on the field, any card sent to the Graveyard is removed from
play instead.

You can activate “Macro Cosmos” even if you don’t have “Helios – The Primordial
Sun” in your hand or Deck.

You can only Special Summon “Helios – The Primordial Sun” when “Macro Cosmos”
first resolves. It is not an effect that you can activate at any time or more
than once.

If “Mystical Space Typhoon” is chained to “Macro Cosmos’s” activation to destroy
it, then you will not Special Summon “Helios – The Primordial Sun”. Because
“Macro Cosmos” is a Continuous Trap Card, it needs to remain on the field to
resolve.

While “Macro Cosmos” is active on the field, monsters that are unaffected by the
effects of Trap Cards (like “Elemental Hero Wildheart”) are still removed from
play instead of going to the Graveyard.

Forced Back [Counter Trap Card]
Negate the Normal Summon or Flip Summon of a monster and return the monster to
its owner's hand.

You cannot activate this card when a monster is Set.

If a monster with a Flip Effect is Flip Summoned and you activate “Forced Back”,
then the Flip Effect never activates.

If you negate the Normal or Flip Summon of “Dark Magician of Chaos” with “Forced
Back”, it is returned to the hand and is not removed from play.

EOJ rulings are up!!!

OogaBooga
05-12-2006, 04:35 PM
Invincible Fortress (SD7) is out, along with the overhauled Official Rulebook Version 6.0. This version is much better than the previous ones, including notables like the new replay rules, directives on Special Summon only monsters, and OFFICIAL rules for priority. I'm posting that last one here, since we've been lacking an official word on priority for a long time, and not everyone understands it fully (if you do, please don't post about it, like "This is realy stupid imho, roflol, l33t!" because not everyone is as enlightened as you). If it's been posted already, I'm sorry I overlooked it.


The turn player always has priority to activate a card first in each phase or step of their turn. This is called the turn player's "priority".

As long as the Turn player has Priority, the opponent cannot activate cards first, except for effects that activate automatically, like Trigger or Flip Effects. When the Turn player "uses Priority to activate a card" or "passes Priority", Priority is automatically passed to the opponent. A player must pass Priority when moving on to the next phase or step.

Obeyed strictly, you would always declare that you're giving up Priority before the end of every phase or step, and ask your opponent if they wish to play a card. However, for ease of play, announcing the end of your phases or steps implies giving up Priority. Therefore, when announcing the end of a phase, your opponent can just say "Before the end of your phase, I activate this card" and use a card. This means your opponent used the priority you (implicitly) gave up.


I hope this helps.:)

TheRockBoS
07-06-2006, 11:12 PM
*SUPER RULINGS REVERSAL*

If that is the case then why does The End of Enubis negate Exiled
Force?

(Refers to: http://lists.upperdeck.com/read/messages?id=9634 )

--------------------------------

Answer:

From the FAQ:
http://www.upperdeckentertainment.com/yugioh/en/faq_card_rulings.aspx?first=S&last=T

"“The End of Anubis” WILL NOT negate Ignition Effects unless it
requires the monster to be in the Graveyard when the Ignition Effect is
activated (such as “Amazoness Chain-Master”)."


"The End of Anubis" will not negate "Exiled Force."

---------------------------------------
Curtis Schultz
Official UDE Rules Dude
CurtisSchultz_******@Hotmail.com

Exiled Force is NOT negated by End of Anubis.

Trowa_B
07-18-2006, 02:21 PM
Greeting Judges,

We've been hard at work with Konami (and by work, I mean beating them over the head) to bring you this - the newest batch of ruling updates.
Some of them are answers to previously unanswered questions.
Some are clarifications on previously vague subjects (see "Spirit Reaper" and Spell Counters).
Two cards have ruling reversals - "Apprentice Magician" and "D.D. Survivor".

These rulings are also available on our official website FAQ.

Look foward to more ruling updates in the coming weeks.

Dan Scheidegger
Jr. Game Designer
Yu-Gi-Oh! TCG R&D
Upper Deck Entertainment
----------------------------------------------

Destiny Hero – Doom Lord
You can select a face-up or face-down monster to remove from play. A face-down monster removed with this effect will remain face-down while removed from play. So if a face-down “D.D. Scout Plane” is removed from play, its effect will not activate.

Different Dimension Gate
If a face-down monster is selected for this effect, it will remain face-down while removed from play. So if a face-down “D.D. Scout Plane” is removed from play with this card, its effect will not activate.

Destiny Hero – Captain Tenacious
This effect does not activate when your “Destiny Hero” monster is destroyed. This effect activates during your Standby Phase, so “Destiny Hero - Captain Tenacious” must be face-up on your side of the field at that time to Special Summon the “Destiny Hero” monster.

This effect is a Trigger Effect that can be chained to.

If “Skill Drain” is active during the Standby Phase when this effect resolves, this effect will be negated, even if “Skill Drain” was activated after your “Destiny Hero” monster was destroyed.

Destiny Hero - Dreadmaster
If you have any face-down “Destiny Hero” monsters, they will be destroyed, because their names cannot be confirmed.

Super Electromagnetic Voltech Dragon
If you Tribute Summon this card by Tributing a “Batteryman” monster, this card’s Trigger Effect can be chained to. After the Trigger Effect resolves, “Voltech Dragon” then has the appropriate effect applied to it. So if you Tributed “Batteryman D”, the opponent may activate “Trap Hole” as a chain to the effect of “Voltech Dragon” and destroy “Voltech Dragon” before it can negate the effects of Spell & Trap Cards that target it. (In other words, by chaining to the effect that would give “Voltech Dragon” immunity, you can destroy it before it becomes immune.)

You can activate “Divine Wrath” when this card is Tribute Summoned if a “Batteryman” monster was Tributed.

Celestial Transformation
If you Special Summon “The Agent of Force – Mars”, its ATK will still be halved and it will be destroyed during the End Phase. It is affected because it was not yet on the field when “Celestial Transformation” resolved.

Grand Convergence
“Barrel Behind the Door” can be chained to this card.

Cyber Phoenix
While you have “Cyber Phoenix” on the field in Attack Position, a Machine-Type monster on your side of the field equipped with “Premature Burial” will not be destroyed if “Premature Burial” is destroyed.

While you have “Cyber Phoenix” on the field in Attack Position, “Heavy Mech Support Platform” can be equipped to a Machine-Type monster on your side of the field but all of its effects are negated. It will not increase ATK, or be destroyed in place of the equipped monster, and it cannot be unequipped & Special Summoned by its own effect. (The Machine-Type monster can still only be equipped with 1 Union Monster at a time, because that is a condition, not an effect).

Majestic Mech – Goryu / Majestic Mech - Ohka
If you activate “Cost Down” and Normal Summon “Majestic Mech – Ohka” without Tributes (because it is Level 4) or “Majestic Mech – Goryu” with 1 Tribute (because it is Level 6), their effects will still activate during the End Phase and they will be sent to the Graveyard.

If you Tribute “Kaiser Sea Horse” to Normal Summon “Majestic Mech – Goryu” it is still only 1 monster being Tributed so its effect will activate during the End Phase and it will be sent to the Graveyard.

Whirlwind Weasel
After “Whirlwind Weasel’s” Flip Effect has resolved, the effects of already face-up Spell and Trap Cards, like “Ultimate Offering”, can still be activated. The effects of Spell and Trap Cards that activate when the card is destroyed, such as “Blast with Chain” or “Ojamagic” will also still be activated. (In other words, you cannot activate a card, but you can activate an effect.)

Elemental Hero Necroid Shaman
You can choose to Special Summon the monster that you destroyed.

Misfortune
If an effect is chained that destroys the selected monster, removes it from the field, or flips it face-down, then no damage is inflicted.

Destruction of Destiny
If “Macro Cosmos” is on the field the 3 cards will be removed from play, but you will still take damage for any Spell or Trap Cards.

Elemental Absorber
The effect will continue even if the removed Monster Card doesn’t stay removed from play. For example, if the removed monster is “D.D. Scout Plane” it will be Special Summoned during the End Phase, and your opponent’s DARK monsters will still not be able to attack.

Forced Back
You can activate “Forced Back” when you Normal or Flip Summon your own monster. You should announce this immediately after your Summon. Once you allow your opponent to activate “Torrential Tribute” you are acknowledging that the Summon was successful and you cannot activate “Forced Back”.

R – Righteous Justice
There must be enough Spell & Trap Cards on the field in order to activate “R – Righteous Justice”. If there are fewer Spell & Trap Cards than the number of your “Elemental Heroes” then you cannot activate it.

If an effect is chained that reduces the number of Spell & Trap Cards on the field so that you have more “Elemental Heroes” than cards to destroy, the entire effect disappears.

You cannot pick “R – Righteous Justice” as 1 of the Spell & Trap Cards to destroy for its own effect.

Macro Cosmos
You can activate “Polymerization” while “Macro Cosmos” is active on the field because sending Fusion Material Monsters to the Graveyard is an effect of “Polymerization” and not a cost.

D. D. Survivor
If your “D. D. Survivor” is on your opponent’s side of the field when it is removed from play its effect will not be activated. This is because it is in your Removed Zone, but was not on “your side of the field” when it was removed from play.

If “Macro Cosmos” is active on the field and a face-down “D. D. Survivor” on your side of the field is destroyed by battle, its effect will not activate. “D. D. Survivor” needs to be face-up when it is selected as an attack target in order for its effect to activate. (Similar to “Poison Draw Frog”.)

Pyro Clock of Destiny
You can use "Pyro Clock of Destiny" to advance the turn count by 1 for these cards: “Deck Devastation Virus”, "Swords of Revealing Light", "Lightforce Sword", or "Final Countdown".

Chain Disappearance
If you chain “Book of Moon”, the monster will be face-down, so no cards are removed from play for the effect of “Chain Disappearance”.

Asura Priest

If “Asura Priest” attacks a monster and your opponent activates “Magic Cylinder” to negate the attack, “Asura Priest” can attack that same monster again.

If your opponent has “Patrician of Darkness” on the field they can choose the same monster as the attack target of “Asura Priest” each time you declare an attack with it. (For example, re-direct all of your “Asura Priest” attacks at “Spirit Reaper” instead.)

Sacred Phoenix of Nephthys
If "Sacred Phoenix of Nephthys" is Summoned (except by its effect), and the Summon is negated by "Horn of Heaven", it is Special Summoned during your next Standby Phase because it was destroyed by a card effect. When it is Special Summoned by its own effect, “Horn of Heaven” or “Solemn Judgment” cannot be activated, because it is being Summoned by its own Trigger Effect, not by a built-in “this is how you Summon this monster” effect.

Vampire Lord
If you Summon "Vampire Lord" (except by its effect) and he is destroyed by your opponent's "Horn of Heaven" or "Solemn Judgment", "Vampire Lord" will be Special Summoned in your next Standby Phase. When it is Special Summoned by its own effect “Horn of Heaven” or “Solemn Judgment” cannot be activated, because it is being Summoned by its own Trigger Effect, not by a built-in “this is how you Summon this monster” effect.

Spirit Reaper
You cannot activate “Snatch Steal” or “Change of Heart” and target “Spirit Reaper” if you do not have an empty Monster Card Zone. (Even though the “Spirit Reaper” would be destroyed before switching sides).

If “Spirit Reaper” is targeted by an Equip Spell Card, and an effect like “Dust Tornado” is chained to destroy the Equip Spell Card before it resolves, “Spirit Reaper” is still destroyed because the activation of the Equip Spell Card was not negated, even though the effect of the Equip Spell Card is not applied. (If “Magic Jammer” or “Riryoku Field” was used instead, then “Spirit Reaper” would not be destroyed because both of those Trap Cards would negate the Equip Spell Card’s activation.)


Soul Exchange
“Soul Exchange” targets. Select the target at activation.

“Soul Exchange” allows you to Tribute the targeted monster as though it was yours for the rest of the turn. After resolving “Soul Exchange” the next action you make that requires a Tribute must use the targeted monster.

You can Tribute the targeted monster for any card that requires a Tribute, or for a Tribute Summon. So you could Tribute it for the effect of “Cannon Soldier”, a Ritual Summon, or for the cost of “Monster Gate”.

“Soul Exchange” does NOT give you control of your opponent’s monster, so you can use “Soul Exchange” combined with your “Cannon Soldier’s” effect even if you already have 5 monsters in your Monster Card Zone.

You can activate 2 “Soul Exchanges” and target 2 different monsters. You could Tribute them both for the Tribute Summon of a Level 7 or higher monster.

You cannot activate “Soul Exchange” during your Main Phase 2 because you must skip your Battle Phase.

You can target a face-down monster, but you cannot Tribute it for a Ritual Summon or for “Metamorphosis” because you do not know its Level.

You cannot use “Soul Exchange” for “Polymerization” because “Polymerization” does not use Tribute.

Apprentice Magician
“Apprentice Magician’s” effect activates at the same time as when monsters are sent to the Graveyard. But it does not have to be sent to the Graveyard; you get to Special Summon a new monster when "Apprentice Magician" is destroyed as a result of battle, even if "Banisher of the Light" is in play.

If you take control of your opponent's "Apprentice Magician", and it is destroyed as a result of battle, then your opponent (the original owner) will get to Special Summon. Because “Apprentice Magician” is no longer on your side of the field, it is now in the opponent’s Graveyard (or removed from play area).

Dark World Monsters
If these cards are discarded from your hand by a card effect while "Macro Cosmos" is on the field, their effects will not activate because they were not discarded to the Graveyard.

Clarification about Spell Counters
(Skilled Dark Magician, Skilled White Magician, Tower of Babel, Magical Marionette, Blast Magician, Royal Magical Library, Legendary Flame Lord, & Mythical Beast Cerberus)
You place a Spell Counter on this card when the Spell Card resolves, so if "Magic Jammer" is used to negate the Spell Card's activation then you do not place a Spell Counter on this monster. But if "Imperial Order" is chained to the Spell Card, you still place a Spell Counter on this monster because the activation of the Spell Card was not negated. If the Spell Card was a Continuous, Equip, or Field Spell Card, and “Dust Tornado” is chained to its activation and destroys it before it resolves you still place a Spell Counter because the activation of the card was not negated.

Tons of new stuff!

Kameiko
07-25-2006, 05:27 AM
i was at tournament this weekend at a new store and i spent just as
much
time arguing as i did playing....they said that they knew some level 4
or 5
judge and that was the way he was ruling at the last regional. can you
please verify these rulings for me so i can have it on paper

1. i said that d.d.lady does not target, they said that it does
2. they told me that i was not allowed to turn my giant orc at the end
phase
that i had to wait like gobblin attack force
3. and i tried to explain to them that e hero fusions cannot be special
summoned(pre mature or call) that they have to be fused(poly or miracle
fusion)

can you please verify these rulings, because these rulings cost me alot
of
matches

thank you

-----

ANSWER:

First things first: There is NO Level 4 or Level 5 certification for
Yu-Gi-Oh! Rules Knowledge. Not even UDE employees can be considered
Level 4 or 5.

1. "D.D. Warrior Lady"'s effect does not target. If you check the
official rulings for "Chaos Command Magician" on UDE's site, you would find
this:

"When "Chaos Command Magician" battles "D.D. Warrior Lady", her effect
is NOT negated because it does not target."

2. They're correct here. "Giant Orc" does not have an effect that
allows it to automatically be changed during the End Phase. So, in other
words, "Giant Orc" is stuck in Defense Position for exactly as long as
"Goblin Attack Force" would be.

Let's elaborate:

Your Turn: "Giant Orc" attacks, and is then switched to Defense
Position. You then end your turn.
Your Opponent's Turn: They end their turn without destroying "Giant
Orc".
Your Second Turn: Your "Giant Orc" is still in Defense Position, and
cannot have its battle position changed manually. You end your turn.
Your Opponent's Second Turn: They end their turn again without
destroying "Giant Orc".
Your Third Turn: "Giant Orc" can now be manually changed to Attack
Position.

3. You're correct here. "Elemental Hero" Fusion Monsters all have this
text:

"This card cannot be Special Summoned except by Fusion Summon."

This means that "Elemental Hero" Fusion Monsters can never, ever be
Special Summoned in any way -- except by Fusion Summon, just like the card
text says.

If you need more proof regarding this, look no further than the UDE's
Basic Gameplay FAQ, located at
http://entertainment.upperdeck.com/yugioh/en/faq_gameplay.aspx (http://entertainment.upperdeck.com/yugioh/en/faq_gameplay.aspx)

______________________________
Steve Okegawa
UDE ****** Rules Coordinator
Yu-Gi-Oh! TCG
steve.******@gmail.com (http://us.f395.mail.yahoo.com/ym/Compose?To=steve.******@gmail.com&YY=88699&order=down&sort=date&pos=0)



Kenji your the man :). Now people wont get confused with this end phase stuff with Goblin Attack Force and similar cards ^_~ Plus DDWL stuff with targeting.

gateguardian44
07-25-2006, 07:06 PM
MORE EOJ rulings!

Judges,

Following up on last week's e-mail, we have even more new rulings (below) about
some cards from Enemy of Justice.
As always, these rulings will also be available on the official website FAQ.

Dan Scheidegger
Jr. Game Designer
Yu-Gi-Oh! TCG R&D
Upper Deck Entertainment

----------------------------------------

Destiny Hero – Doom Lord
Returning the monster to play cannot be chained to. The effect will resolve and
the monster will return to play during your 2nd Standby Phase even if “Destiny
Hero – Doom Lord” is no longer on the field or is flipped face-down (even as a
chain to the activation of his effect).

If your 2nd Standby Phase is skipped by the effect of a card like “Solomon’s
Lawbook”, then the removed monster will never return to play.

If you have both “Destiny Hero – Doom Lord” and “Berserk Gorilla” face-up on the
field you can still activate “Doom Lord’s” effect. “Berserk Gorilla” will not be
able to attack that turn.

Destiny Hero – Diamond Dude
You can choose to activate the effect of the Normal Spell Card during your Main
Phase 1 or Main Phase 2.

Searchlightman

After “Searchlightman’s” effect has resolved, your opponent could not Normal
Summon “Mystic Swordsman LV4” or LV6 because they have to be Normal Summoned in
face-down Defense Position, which is considered a Set.

If your opponent attacks your face-down Defense Position “Searchlightman” with
“Inferno Hammer”, the Flip Effect will resolve before it is sent to the
Graveyard, so the effect of “Inferno Hammer” cannot activate.

Elemental Hero Mariner
If you control “Relinquished” equipped with a face-down Monster Card, that card
is face-down in your Spell & Trap Card Zone, so “Elemental Hero Mariner” can
attack directly.

If your only face-down card is “Rush Recklessly”, you can attack directly, and
then during the DAMAGE STEP, activate “Rush Recklessly” and the direct attack
will continue. This is because Replays do not usually occur during the Damage
Step.

Celestial Transformation
You can activate “Inferno Reckless Summon” if the Fairy Special Summoned by the
effect of “Celestial Transformation” has 1500 ATK or less after it is halved.

Guard Penalty
“Guard Penalty’s” effect must resolve before the selected monster is changed to
Defense Position. If the opponent chains “Enemy Controller” to change the
selected monster’s position, you will not draw a card.

You draw 1 card even if the selected monster is changed from face-up Attack
Position to face-down Defense Position. If you select “Guardian Sphinx” you
could use its effect to flip itself face-down and draw 1 card.

If an effect changes the selected monster to Defense Position in the middle of a
chain, you draw 1 card immediately after that effect resolves. You do not wait
for the entire chain to resolve.

Grand Convergence
If there is a monster on the field, you can chain “My Body as a Shield” to this
card.

Macro Cosmos
While “Macro Cosmos” is active on the field, if you Tribute a monster to Summon
“Jinzo”, the Tributed monster will still be removed from play.

Swift Birdman Joe
This effect will activate if you Tribute a monster whose Attribute was changed
to WIND by a card effect, such as “Homunculus the Alchemic Being”.

Avalanching Aussa [and friends]
Tributing a monster is a cost. You cannot Tribute a monster if you do not have a
monster with the appropriate Attribute in your hand to Special Summon.

Elemental Hero Necroid Shaman
You cannot choose to Special Summon a monster if it cannot be Special Summoned,
such as a Spirit monster, or “Dark Ruler Ha Des”, or a Fusion Monster that was
Summoned by the effect of “Metamorphosis”.

If you did not destroy a monster with “Elemental Hero Necroid Shaman’s” effect
then you do not Special Summon a monster from your opponent’s Graveyard. This
includes if an effect is chained that prevents the selected monster from being
destroyed.

D – Time
If you have “A Legendary Ocean” on the field and “Elemental Hero Bubbleman” is
destroyed, you can activate “D – Time” and Special Summon a Level 4 or lower
monster. If “Elemental Hero Bubbleman” is returned to the hand, then you can
only Special Summon a Level 3 or lower monster because the effect of “A
Legendary Ocean” still applies to “Elemental Hero Bubbleman” while he’s in your
hand.

Clock Tower Prison
Putting a Clock Counter on “Clock Tower Prison” can be chained to. The effect to
Special Summon “Destiny Hero – Dreadmaster” can also be chained to. Even though
this effect can be chained to, it cannot be chained to with an effect that
negates the activation of a Spell Card, such as “Magic Jammer” or “Horus the
Black Flame Dragon LV8” because the “Clock Tower Prison” card has already
resolved.

Voltanis the Adjudicator
If “DNA Surgery” is on the field making all monsters Fairy-Type, then all the
monsters you Tributed will count towards “Voltanis’s” effect for determining how
many cards are destroyed by “Voltanis”.

Misfortune
If an effect is chained that destroys the selected monster, removes it from the
field, or flips it face-down, then no damage is inflicted. You still cannot
attack that turn.

If you control “Horus the Black Flame Dragon LV6”, it can attack during the turn
that you activated “Misfortune”.

Power Capsule
If an effect is chained to destroy the selected “Victory Viper XX03”, then
“Power Capsule’s” effect is not applied.

You can activate and resolve “Power Capsule” even if “Skill Drain” is on the
field.

Kameiko
07-26-2006, 09:53 PM
If I pay a cost that would cause me to have a fraction of a Life Point,
how would
it be rounded?

Example: Player A summons "Jinzo" and Player B plays "Solemn Judgment"
with
125 LP. Player B would have 62.5 LP. Is it rounded up to 63 LP or
down to 62 LP?

Also, would it be legal to activate "Solemn Judgment" with 1 LP, and if
so,
what would happen?



------------------------------------------------

Answer:

Rounded up.

- If "Solemn Judgment" is activated when you have 1 Life Point, this
will be halved to 0.5, but since the number is rounded up, it will be
considered to be 1.

---------------------------------------
Curtis Schultz
Official UDE Rules Dude
CurtisSchultz_******@Hotmail.com (http://us.f395.mail.yahoo.com/ym/Compose?To=CurtisSchultz_******@Hotmail.com&YY=21390&order=down&sort=date&pos=0)

Why this.....Please read

Ranma1178
08-03-2006, 12:27 PM
i posted these on the Gossip Board to. so please delete it if it is fine just being here.



Greetings Judges,

As promised, for those of you kind enough to help out at the Power of the
Duelist Sneak Preview weekend, here are the card rulings.
For those of you that aren't working, you should attend! You can find out all
the details at www.yugiohpreview.com

The rulings are below and are structured like so:

Card Name
Card Number Card Type
[Card Text]

Rulings
------------------------
And as always they will also be available on the offical website FAQ.

Its a whole new Duel.

Dan Scheidegger
Jr. Game Designer
Yu-Gi-Oh! TCG R&D
Upper Deck Entertainment
--------------------------------

Neo-Spacian Aqua Dolphin
POTD-EN003 Effect Monster
[Once per turn, by discarding 1 card from your hand, look at your opponent's
hand and select 1 Monster Card in it. If there is a monster on your side of the
field with ATK greater than or equal to the ATK of the selected monster, destroy
the selected Monster Card and inflict 500 damage to your opponent. If there is
no monster on your side of the field with ATK greater than or equal to the ATK
of the selected monster, take 500 damage.]

This effect does not target.

When this effect resolves you look at your opponent’s hand. If there are no
Monster Cards, do nothing. If the opponent does have a Monster Card, and you
have a monster on the field with greater or equal ATK, you will destroy the
opponent’s Monster Card and inflict the 500 damage at the same time.

If the selected Monster Card in your opponent’s hand has ATK ?, since it is
undetermined, you cannot control a monster with greater or equal ATK, and you
will take 500 damage.

Neo-Spacian Flare Scarab
POTD-EN004 Effect Monster
[This card gains 400 ATK for each Spell and Trap Card on your opponent's side of
the field.]

If your opponent has “Embodiment of Apophis” on the field as a monster, it is
still treated as 1 Trap Card, so “Neo-Spacian Flare Scarab” gains 400 ATK.

Neo-Spacian Dark Panther
POTD-EN005 Effect Monster
[Once per turn, you can select 1 face-up monster on your opponent's side of the
field. While this card is face-up on your side of the field, until the end of
this turn this card's name is treated as the selected monster's name, and it
gets the selected monster's effect(s).]

“Neo-Spacian Dark Panther’s” effect is only applied while it is face-up on the
field. So if you target “Sangan” and then this card is sent to the Graveyard
nothing will happen, because in the Graveyard it no longer copies “Sangan’s”
effect.

If “Neo-Spacian Dark Panther” is flipped face-down after using its effect, the
effect is no longer applied. You could flip it face-up and activate its effect
again in the same turn.

When you use this card’s effect to copy another monster’s name, its name is not
considered to be “Neo-Spacian Dark Panther” for the duration of the effect. If
you targeted “Cyber Dragon” then activate “Next to be Lost” you would send a
“Cyber Dragon” from your Deck to the Graveyard and not “Neo-Spacian Dark
Panther”.

If “Skill Drain” is activated after “Neo-Spacian Dark Panther’s” effect has
resolved, the effects that the “Dark Panther” copied will be negated, but it
will still keep the copied card name until the end of the turn.

You can target “D. D. Warrior Lady” and if “Neo-Spacian Dark Panther” battles
with an opponent’s monster you can use the copied effect and remove both
monsters from play, because “D. D. Warrior Lady’s” effect activates on the
field.

You can target “Exiled Force” and then Tribute “Neo-Spacian Dark Panther” to
destroy 1 monster on the field.

If you target “Spirit Reaper”, the “Spirit Reaper” will be destroyed after
“Neo-Spacian Dark Panther’s” effect resolves.

You can target “Embodiment of Apophis” when it is a monster but only the card
name will be copied. It does not have an effect to copy. “Neo-Spacian Dark
Panther” will NOT be treated as a Trap Card.

If you target “Relinquished” or “Sword Hunter” then you can equip “Neo-Spacian
Dark Panther” with Monster Cards through the copied effect, but at the end of
the turn, the effect that allowed them to be equipped disappears, and the
equipped cards are destroyed.

You can target a Union Monster and equip “Neo-Spacian Dark Panther” to an
appropriate monster, but at the end of the turn the copied effect disappears and
“Neo-Spacian Dark Panther” will be destroyed.

If you target “Strike Ninja” you can remove from play “Neo-Spacian Dark Panther”
with the copied effect, but then it will no longer be face-up on the field, so
the copied effect disappears and “Neo-Spacian Dark Panther” remains removed from
play.

If you target “Cyber Harpie Lady”, “Harpie Lady 1”, etc., then “Neo-Spacian Dark
Panther’s” name will just be “Harpie Lady” for the duration of its effect.

If you target “Proto-Cyber Dragon”, “Neo-Spacian Dark Panther’s” name will be
treated as “Cyber Dragon” because of the copied effect.

If you target a monster with an effect that accumulates Spell Counters, such as
“Skilled Dark Magician”, any Spell Counters on “Neo-Spacian Dark Panther” will
be removed when its effect ends.

You can target your opponent’s “Neo-Spacian Dark Panther” but the copied effect
is the same as the one you just used, so you cannot activate it a second time
that turn.

If you target an “LV” monster, you could Tribute the “Neo-Spacian Dark Panther”
to activate the Spell Card “Level Up!”. It will be in the Graveyard when “Level
Up!” resolves, so it will no longer have the copied effect, so there is no
monster name to reference and therefore the effect disappears.

Chrysalis Dolphin
POTD-EN006 Effect Monster
[By Tributing this card while "Neo Space" is on the field, Special Summon 1
"Neo-Spacian Aqua Dolphin" from your hand or Deck.]

If you activate this effect and find that you do not have “Neo-Spacian Aqua
Dolphin” in your hand or Deck your opponent can check both to verify.

If you Tribute “Chrysalis Dolphin” and your opponent chains an effect to destroy
“Neo Space”, then the effect of “Chrysalis Dolphin” does not resolve.

Rallis the Star Bird
POTD-EN007 Effect Monster
[This card gains ATK equal to the Level of the monster that it battles x 200
during the Damage Step only. If this card attacks, it is removed from play at
the end of the Damage Step and returned to your side of the field in face-up
Attack Position at the beginning of your next turn's Battle Phase.]

“Rallis the Star Bird’s” effect that increases its ATK during the Damage Step is
a Continuous Effect. It cannot be chained to. As soon as you enter the Damage
Step the ATK is increased.

“Rallis the Star Bird’s” effect that removes it from play is a Trigger Effect
and can be chained to. Returning it to play cannot be chained to.

If there is no vacant Monster Card Zone when “Rallis the Star Bird” would return
to play it is destroyed.

If your opponent takes control of “Rallis the Star Bird” and it is removed from
play by its own effect it will return to play on their side of the field at the
start of their next turn’s Battle Phase, but then it will immediately move back
to your side of the field.

Ambulanceroid
POTD-EN009 Effect Monster
[When a "roid" monster is added from your Graveyard to your hand, you can
Special Summon that monster.]

You can Special Summon “Dark Jeroid” with “Ambulanceroid’s” effect because it
has “roid” in its card name.

Rescueroid
POTD-EN011 Effect Monster
[While this card is face-up on your side of the field, when a "roid" monster on
your side of the field is destroyed by battle and sent to the Graveyard, you can
return that monster to the hand.]

You can activate “Rescueroid’s” effect when “Dark Jeroid” or “Elemental Hero
Necroid Shaman” is destroyed by battle and sent to the Graveyard because they
have “roid” in their card names. “Elemental Hero Necroid Shaman” would be
returned to the Fusion Deck instead.

Destiny Hero – Double Dude
POTD-EN012 Effect Monster
[This card cannot be Special Summoned. This card can attack twice during the
same Battle Phase. If this card is destroyed, you can Special Summon 2 "Double
Dude Tokens" (Warrior-Type/DARK/Level 4/ATK 1000/DEF 1000) during your next
Standby Phase.]

This card’s effect activates in the Graveyard. If “Destiny Hero – Double Dude”
is removed from play its effect will not activate.

If “Destiny Hero – Double Dude” is destroyed and sent to the Graveyard while in
the hand or Deck his effect still activates, and you can Special Summon the 2
“Double Dude Tokens”. He could be destroyed in the hand or Deck by effects like
“Neo-Spacian Aqua Dolphin” or “Chain Destruction”.

Destiny Hero – Dogma
POTD-EN014 Effect Monster
[This card cannot be Normal Summoned or Set. This card cannot be Special
Summoned except by Tributing 3 monsters, including at least 1 "Destiny Hero"
monster. If this card is Special Summoned, halve your opponent's Life Points
during your opponent's next Standby Phase.]

“Destiny Hero – Dogma” needs to be on the field during your opponent’s next
Standby Phase for his effect to activate.

Destiny Hero – Dasher
POTD-EN017 Effect Monster
[Once per turn, by Tributing 1 monster, this card gains 1000 ATK until the end
of this turn. If this card attacks, it is changed to Defense Position at the end
of the Battle Phase. While this card is in the Graveyard, one time only, when
you draw a Monster Card during your Draw Phase you can show it to your opponent
and Special Summon it.]

You can only Tribute 1 monster to increase “Destiny Hero – Dasher’s” ATK during
your Main Phases.

You can use “Destiny Hero – Dasher’s” effect to Special Summon 1 monster you
draw only once while it is in the Graveyard. If “Destiny Hero – Dasher” is
returned to your hand or Deck and then sent back to the Graveyard you could
activate its effect again.

You can activate this effect when you draw a monster during your Draw Phase
because of a card effect such as “Reload” or “Heart of the Underdog”.

If you have 2 “Destiny Hero – Dasher” in your Graveyard, and you activate
“Reload” during your Draw Phase and draw 2 or more Monster Cards, you can
activate the effects of both “Destiny Hero – Dashers” in a chain.

Ultimate Tyranno
POTD-EN020 Effect Monster
[If this card is in Attack Position at the beginning of your Battle Phase,
first, you can and must attack all monsters on your opponent's side of the field
once each with this card.]

If you have 2 or more “Ultimate Tyranno” in Attack Position at the start of your
Battle Phase, you choose 1 and it attacks all of your opponent’s monsters first.

Miracle Jurassic Egg
POTD-EN021 Effect Monster
[While this card is face-up on your side of the field, this card cannot be
removed from play. Place 2 counters on this card each time a Dinosaur-Type
Monster Card is sent to your Graveyard. By Tributing this card, select and
Special Summon 1 Dinosaur-Type monster from your Deck whose Level is equal to or
lower than the number of counters on this card when it was Tributed.]

If “Macro Cosmos” or “Dimensional Fissure” is face-up on the field when “Miracle
Jurassic Egg” is destroyed, it will still be removed from play instead of going
to the Graveyard.

Cosmic Horror Gangi’el
POTD-EN029 Effect Monster
[If you're Tributing a monster on your side of the field that is owned by your
opponent, this card can be Normal Summoned with 1 Tribute. Once per turn, you
can place 1 A-Counter on a monster on your opponent's side of the field. (If a
monster with an A-Counter battles an "Alien" monster, it loses 300 ATK and DEF
for each A-Counter during damage calculation only.)]

If you activate “Soul Exchange” and target 1 of your opponent’s monsters,
“Cosmic Horror Gangi’el” cannot be Tribute Summoned by Tributing just that 1
monster. That monster is still on your opponent’s side of the field, so it does
not satisfy the requirement.

Elemental Hero Aqua Neos (Flare Neos & Dark Neos)
POTD-EN031 Fusion / Effect Monster
["Elemental Hero Neos" + "Neo-Spacian Aqua Dolphin"
This card can only be Special Summoned from your Fusion Deck by returning the
above cards from your side of the field to the Deck. (You do not use
"Polymerization".) Once per turn, by discarding 1 card from your hand, select 1
random card from your opponent's hand and destroy it. This card returns to the
Fusion Deck during the End Phase.]

If this card was Special Summoned properly by its own effect, then you can
Special Summon it from the Graveyard with “Call of the Haunted”, etc.

If you control your opponent’s “Elemental Hero Neos” or “Neo-Spacian”, you can
return it to your opponent’s Deck to Special Summon this card.

This card’s effect activates during every End Phase. If this card is not face-up
on the field during the End Phase of the turn it was Special Summoned, its
effect will still activate during the next End Phase that it is face-up on the
field for, and be returned to the Fusion Deck.

Chimeratech Overdragon
POTD-EN034 Fusion / Effect Monster
["Cyber Dragon" + 1 or more Machine-Type monsters
This monster cannot be Special Summoned except by Fusion Summon. When this card
is Fusion Summoned, send all the cards on your side of the field to the
Graveyard except this card. The original ATK and DEF of this card become the
number of Fusion Material Monsters you used for the Fusion Summon of this card x
800 points. This card can attack as many of your opponent's monsters each turn
as the number of Fusion Material Monsters you used for the Fusion Summon of this
card.]

When you Fusion Summon this card you can use a substitute, such as “King of the
Swamp”, for the “Cyber Dragon”, but not for the Machine-Type monsters. That
means you can use a maximum of 1 substitute monster in the Fusion Summon.

The effect that sends all your other cards to the Graveyard is a Trigger Effect
and it can be chained to.

“Chimeratech Overdragon” can attack the same monster more than once if the
attack target is not destroyed, such as an Attack Position “Spirit Reaper”.

If “Chimeratech Overdragon” attacks directly, and then the opponent Special
Summons a monster during the same Battle Phase it cannot attack it.

You can activate “De-Fusion” and target “Chimeratech Overdragon”, but you can
only Special Summon the Fusion Material Monsters if you have enough vacant
Monster Card Zones for ALL of the Fusion Material Monsters you used.

Vehicroid Connection Zone
POTD-EN040 Normal Spell Card
[Send to the Graveyard, from your side of the field or your hand, Fusion
Material Monsters that are listed on a "Vehicroid" Fusion Monster Card, and
Special Summon that Fusion Monster from your Fusion Deck. (This Special Summon
is treated as a Fusion Summon.) The Fusion Monster Special Summoned by this card
cannot be destroyed by the effects of Spells, Traps, and Effect Monsters, and
its effects cannot be negated.]

If the Special Summoned “Vehicroid” monster is flipped face-down then the effect
of “Vehicroid Connection Zone” is no longer applied.

Future Fusion
POTD-EN044 Continuous Spell Card
[Send, from your Deck to the Graveyard, Fusion Material Monsters that are listed
on a Fusion Monster Card, and select that 1 Fusion Monster from your Fusion
Deck. Special Summon the selected Fusion Monster during your 2nd Standby Phase
after this card's activation. (This Special Summon is treated as a Fusion
Summon.) When this card is removed from the field, destroy that monster. When
the monster is destroyed, destroy this card.]

“Future Fusion” must remain on the field for the effect to activate. If it is
not on the field during the 2nd Standby Phase, then you do not Special Summon
the Fusion Monster.

You cannot use substitute Fusion Material Monsters such as “King of the Swamp”.
You must use the monsters listed on the Fusion Monster Card.

You cannot activate “Future Fusion” if you do not have a Fusion Monster in your
Fusion Deck and the appropriate Fusion Material Monsters in your Main Deck.

Destroying the monster when “Future Fusion” is removed from the field is an
effect that cannot be chained to.

If the Special Summoned Fusion Monster is removed from the field without being
destroyed then “Future Fusion” will remain on the field meaninglessly.

You cannot select a Fusion Monster that has another Fusion Monster as one of its
Materials, such as “Dark Flare Knight” or “Elemental Hero Shining Flare
Wingman”, for “Future Fusion”. The Fusion Material Monsters must be sent from
the Main Deck.

You can chain the effect of a face-up “Royal Oppression” to negate “Future
Fusion” when the card is activated (placed face-up on the field).

“Future Fusion’s” effect counts Standby Phases, not turns, so “Pyro Clock of
Destiny” would have no affect.

Neo Space
POTD-EN046 Field Spell Card
[Elemental Hero Neos and all Fusion Monsters that list "Elemental Hero Neos" as
a Fusion Material Monster gain 500 ATK. Fusion Monsters that list "Elemental
Hero Neos" as a Fusion Material Monster do not have to have their effects
activated that return them to the Fusion Deck during the End Phase.]

If “UFOroid Fighter” is Fusion Summoned with “Elemental Hero Neos” being used as
the 1 Warrior-Type monster, “UFOroid Fighter” will NOT be affected by “Neo
Space” because “Elemental Hero Neos” is not listed by name on the card.

Mausoleum of the Emperor
POTD-EN047 Field Spell Card
[Both players can Normal Summon or Set monsters without Tribute(s) by paying
1000 Life Points x the number of monsters needed to Tribute Summon them.]

Using the effect of “Mausoleum of the Emperor” can be chained to.

“Mausoleum of the Emperor” does not grant extra Normal Summons. If you use its
effect, you cannot Normal Summon or Set another monster during the same turn.

A monster Normal Summoned with the effect of “Mausoleum of the Emperor” is NOT
Tribute Summoned. So if you pay 1000 Life Points and Normal Summon “Zaborg the
Thunder Monarch”, its effect will not activate.

You cannot use its effect in conjunction with “Ultimate Offering”, because you
cannot activate “Mausoleum of the Emperor’s” effect during the resolution of
“Ultimate Offering’s” effect.

You cannot pay 3000 Life Points to Normal Summon “Gilford the Lightning” and
activate its effect. You can pay 2000 Life Points just to Summon it. You cannot
then Tribute just 1 monster to activate its effect.

Royal Writ of Taxation
POTD-EN054 Normal Trap Card
[Activate only during your opponent's Standby Phase. Select 1 random card from
your opponent's hand and look at it. Unless the selected card or a card with the
same name is Normal Summoned or activated by the end of your next turn, inflict
1000 damage to your opponent. If the selected card or a card with the same name
is Normal Summoned or activated by the end of your next turn, you take 1000
damage.]

If the selected card is a Monster Card, the card (or 1 with the same name) has
to be Normal Summoned for “Royal Writ of Taxation’s” effect to apply. If it is
Set, Special Summoned, or Flip Summoned then the effect will not apply.

“Activated” in the text of “Royal Writ of Taxation” means to activate a Spell or
Trap Card, or to activate the effect of a Spell, Trap, or Effect Monster. So a
face-down “Ojamagic” being destroyed, the effect of an already face-up “Ultimate
Offering” being activated, or the Flip Effect of a “Magician of Faith”
activating would all cause “Royal Writ of Taxation’s” effect to be applied.

OogaBooga
08-06-2006, 06:06 PM
I'm not sure if anyone noticed, but for POTD UDE retooled the card text on a lot of common gameplay phrases, making them shorter and easier on the eyes. Page 25 of the Duelist manga released at the POTD Sneak Preview details some of these changes, and I thought I'd post them here for everyone's convenience. If it's been done, or is superfluous, I'm sorry.


Inflict 1000 damage to your opponent = Inflict 1000 points of damage to your opponent's Life Points

Gain 1000 Life Points = Increase your Life Points by 1000 points

This card gains 1000 ATK = Increase the ATK of this card by 1000 ATK

Attack your opponent directly = Attack your opponent's Life Points directly

A "Destiny Hero" monster = A monster with "Destiny Hero" in its card name

Destroyed by battle = Destroyed as a result of battle

Activate only when... = You can only activate this card when...

Tribute 1 monster = Tribute 1 monster on your side of the field



New text on the left.

A lot of this stuff is obvious to veteran players, and new players shouldn't have a problem with it either (in fact, with fewer multitudes of microscopic text on YGO cards, some of the more "challenged" individuals might be more inclined to dive into this game).

:)

EDIT: Props to Familiar Stranger, he picked up on it too and posted in Gossip :D.

Kenjiblade
08-08-2006, 02:02 PM
IMPORTANT: This thread is not for asking questions. If you have a question whose answer isn't in this post (or other posts in the thread), then you make a new topic. If you have a correction to make, you'd better have some concrete proof, because otherwise you'll look like an idiot.

Taekwondo Master Lin: Please make a new thread for your question. I'll have to delete your post here, as it doesn't belong in the Card FAQ. Thanks!

Kameiko
08-10-2006, 09:43 AM
If Ultimate Tyranno attacks all your opponents monsters, can it attack directly
after?



-------------------------------------------------

Answer:

It cannot.

"Ultimate Tyranno" is restricted in the same way that "Asura Priest" and a Spellcaster affected by "Diffusion Wave-Motion" are restricted. After attacking your opponent's monsters, they cannot follow up with a direct attack.


Now, I know some have said "it doesn't say you can't attack directly." Well, neither did "Diffusion Wave-Motion." And you know what? The same ruling is true for both cards.


"Chimeratech Overdragon" also shares this restriction. If it chows down on your opponent's monster(s), it cannot then attack directly after clearing off the field.

---------------------------------------
Curtis Schultz
Official UDE Rules Dude
CurtisSchultz_******@Hotmail.com

http://lists.upperdeck.com/read/messages?id=10465

TheRockBoS
08-20-2006, 12:45 PM
Thought this was important, as it shows Limiter Removal's ATK doubling effect only works for the turn it was activated.

Subject: Vehicroid Connection Zone + Limiter Removal
From: *removed for privacy*
Date: Tue, 15 Aug 2006 11:35:52 -0000

If I was to bring out Super Vehicroid Jumbo Drill with the Vehicroid
Connection
Zone and played Limiter Removal, Jumbo Drill would not be destroyed in
the
End Phase, correct? What would Jumbo Drill's ATK be after that turn,
would be be like with Heavy Mech Support Platform and return to its
original ATK
of 3000? or would it stay doubled at 6000?



--------------------------------------------------

Answer:

"Vehicroid Connection Zone" protects the "Vehicroid" Fusion Monster it
Special Summoned from being destroyed by Spell, Trap, or Monster Card
effects.

This includes "Limiter Removal."


So "Super Vehicroid Jumbo Drill" will not be destroyed, however it
loses the ATK doubling from "Limiter Removal" at the end of the turn.


---------------------------------------
Curtis Schultz
Official UDE Rules Dude
CurtisSchultz_******@Hotmail.com
--------------------------------------

YGOR Blue Eyes Black
08-20-2006, 01:44 PM
Chimeratech Overdragon and Ectoplasmer

Ectoplasmer will not do any damage if Chimeratech Overdragon is used as the Tribute.

If Chimeratech is tributed by Ectosplasma does it work? or is the dmg dealt 0dmg?



--------------------------------------------------

Answer:

The damage inflicted by "Ectoplasmer" is based on the monster's original ATK when in the Graveyard.

You can refer to this in Dan's post here: http://lists.upperdeck.com/read/messages?id=9386#9386


In the Graveyard, "Chimeratech Overdragon" has an original ATK of 0, so "Ectoplasmer" would not inflict any damage.

---------------------------------------
Curtis Schultz
Official UDE Rules Dude
CurtisSchultz_******@Hotmail.com

Kameiko
11-02-2006, 12:14 PM
Dear Judges,

It’s time to start prepping for the Cyberdark Impact Sneak Preview this
weekend,
since a number of you will probably be judging.

As some of you may be aware, there are a few cards in CDIP that revolve
around
the placement of cards on the field. Just so that everyone is clear, I
want to
elaborate on some of the issues this will bring up.

Let’s take the new card “Rampaging Rhynos” as an example. It has this
effect:
"Once per turn, this card can move to an adjacent unoccupied Monster
Card Zone.
If this card attacks the monster in its same column, this card gains
500 ATK
during the Damage Step."

As you’re all aware, a game mat in Yu-Gi-Oh! is divided into 5 columns
for the
Monster Card Zones and for the Spell & Trap Card zones. If Rhynos is in
the center
column (for example), and attacks a monster in the center column of the
opponent,
then he gets his +500 ATK bonus for that attack.

This immediately brings up some questions about where and how cards are
played.
Since Yu-Gi-Oh! is primarily a fast and fun game, most people don’t pay
careful
attention to where on the field their cards are used. Also, many
players don’t
use game mats. All of this is fine. We want to keep Yu-Gi-Oh! fast and
fun, and
we have no interest in forcing people to use game mats. We do, however,
expect
people to follow a few common sense rules.

1. Please make it clear to your players that they should not be moving
cards around
on the field, unless the card specifically allows it. (For example,
Rhynos can
move around using its effect. But Jinzo cannot.)

2. When not using a game mat, cards should be played as if there was an
imaginary
grid of 5 columns, each 1 card-length wide. In other words, imagine you
have 5
Defense Position monsters all turned sideways. Those are your 5
columns. It should
be easy to approximate columns this way, even if a game mat isn’t used.

3. Let’s talk about “scrunching”. There’s a tendency to “scrunch” your
cards
together when a hole opens up. For example, I have 3 Defense Position
monsters,
and you destroy the center one. I have a habit of “scrunching” my other
2 together
so that they’re now side-by-side. Please tell your players not to do
this. So I
have to leave a hole there between my monsters, to represent the vacant
Monster
Card Zone. (Sorry, scrunchers! I feel your pain.)

4. “Where can I play my cards?!?!” ANSWER: ANYWHERE YOU WANT. You
DON’T have to
start on the left and work your way to the right. You DON’T have to
start in the
middle and then alternate on the sides. You can play your cards into
any unoccupied
space on your side of the field.

5. “What if I remove a monster from play with Interdimensional Matter
Transporter?
Does it have to go back to the same zone it started in?” ANSWER: nope.
You can
put it in any of your unoccupied Monster Zones.

6. I think the biggest “problem” will be remembering to put cards back
where they
came from when players pick them up to read them. Shouldn’t be too
hard, though.

Now, as to some judging elements:

FIRST, the purpose of a Sneak Preview event is to have fun and to check
out the
newest cards. It’s not a place for cutthroat play. It’s not a place for
rules-sharking.
If anybody requests a penalty to be assigned to their opponent because
their
opponent innocently moved a card around, we suggest you give a penalty
to the
requester instead. We have zero tolerance for that kind of behavior.
“Rules
sharking” is Unsporting Conduct at best.

SECOND, obviously people who maliciously, deliberately, or repeatedly
keep moving
their cards around need to be warned to stop doing so. Use your
judgment.

THIRD, some people use things like dice to represent the number of
Token Monsters
they control. Unfortunately this does not allow for any positioning and
should be
avoided. (Example: placing a single die at “4” after using Scapegoat
isn’t good. On
the other hand, placing FOUR dice on the table in 4 different zones to
represent
the Sheep might be ok. Even this isn’t ideal, because dice don’t have a
way of
indicating Attack Position vs. Defense Position. Using Token Cards or
some other
equivalent is best.)

The greatest concentration of these new cards will, of course, be at
the Sneak
Preview. So you’ll likely be dealing with a lot of issues there. But
remember that
the purpose of the Sneak Preview is to have fun, and remind the players
of that,
too.

Your job is to make sure that these cards provide a new and interest
experience
for players, not a burden.

Thanks,
Kevin Tewart
Senior Game Designer
UDE Yu-Gi-Oh! TCG R&D Lead
Upper Deck Entertainment