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Old 09-11-2007, 01:03 PM   #1
NephthysPhoenix
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Default Rulings FAQ: PLEASE READ BEFORE POSTING!

Hello! A lot of people on Pojo decided to make a bunch of threads to help the users of Pojo with their questions instead of using the search function of this forum he or she can just scroll in this thread to get their basic questions answered. Please note not every question about Yu-Gi-Oh! is not going to be listed here. Whatever is not listed, confused, or still have a question please post the question in the Yu-Gi-Oh TCG Q & A section.

Thanks to Nes00:

READ THESE BEFORE ANYTHING:

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 KONAMI's Rule Book.

The Orange Rule: Every time you ask how does Honest or Kalut the Moon Shadow work without reading The Damage Step chart in this sticky, many cute kitties die.

The Magenta Rule: Every time you ask how Skill Drain works without reading SCtheOnly thread first then I will have the dead kittens souls come eat you.

The Cyan Rule: Every time you ask if Rescue Cat works under Skill Drain then you will just have to deal with the God of Baby Monk Seals. I'm sorry but it does work, so stop asking.

The Brown Rule: Every time you ask if you can chain to a summon, Chain to an attack, or can I Call Of The Haunted Jinzo? Then you are a bad person for killing innocent animals.

The Blue Rule: Every time you ask if I can call priority with this ignition or trigger effect without reading this sticky first lets just say no kitten will see adulthood, and baby monk seals will get slaughtered by YGO! hating Eskimos.

Please save the kittens and not ask questions that aren't already posted here! Please support Masterdramon's obsession with baby monk seals and support them!!!! We don't want cute little seals dying!

HIERARCHY OF RULINGS

1) Anything said by KONAMI
2) Netrep
3) This sticky
4) Rulings you heard form real judges
5) Rulings given from knowledgeable forum members here on Pojo
6) Rulings given to you by your local tournament judges
7) Rulings extrapolated from the video games
8) Rulings given to you by your friends who claim they're judges
9) Rulings given to you by your ******ed, homeless friends
10) Rulings extrapolated from the TV show

PROBLEM-SOLVING TEXT ARTICLES - READ THESE!

Thanks to lobbot for this:

What can Solemn Judgment / Horn of Heaven and Thunder King Rai-Oh negate?

Always keep in mind these three cards does not negates effects of any kind. Whenever summoning a monster is the effect of a Spell/Trap/Monster card, you won't be able to use any of these three cards to negate the summon of a monster.

All these three cards have the same ability to negate "inherent" summons. This means, summons that are built in to the monster, and Special Summons it without activating an effect nor using the chain. Inherent summons ain't effects. Most cards that contains a text that explains "this is how you summon this monster" written on the card are inherent summons, like Cyber Dragon, Trap Eater, Heraklinos, etc.

The Special Summon of a monster with the help of another card cannot be negated by any these three cards. So you cannot use them against a monster Special Summoned by any card that revives monsters, any Ritual Spell Card, any card that Special summons Fusion Monsters, "Marauding Captain," "Spear Cretin," "Cyber Jar," and monsters who recruits other monsters from your deck: "Giant Rat", "Pyramid Turtle", etc.

Solemn Judgment it's a bit different, 'cause can be used directly against spell and trap cards whose effect summons a monster. However, note in this case, you are chaining to negate the activation of the Spell/Trap card, not against it's effects or the Special Summon. For example, if Monster Reborn is activated, you can chain Solemn Judgment to negate the activation of Monster Reborn. If you allow Monster Reborn to be activated, you will no longer be able to negate the Special Summon or the effects of Monster Reborn.

-You CANNOT use "Horn of Heaven", "Solemn Judgment" or "Thunder King Rai-Oh" to negate the Special Summon of "Stardust Dragon" or "Gorz Emissary of The Afterlife" when they are Special Summoned by their own effects. You cannot use this cards to negate "Gladiator Beasts" tag effect.

-You CAN use "Horn of Heaven" "Solemn Judgment" and "Thunder King Rai Oh" to negate the Special Summons of monsters like "Dark Necrofear," "Dark Creator," "Dark Armed Dragon" etc. when they are special summoned from the hand.

You can use "Horn of Heaven" and "Solemn Judgment" to negate a Normal Summon, Tribute Summon or Flip-Summon of a monster. Whenever you negate a monster's summon, the monster is treated as if it never were on the field, even if the card is physically there, so if the monster has an effect that activates when the monster is Normal Summoned or Flip-Summoned, it's effect won't activate.

-So if a player was to Normal Summon a "Zaborg, The Thunder Monarch," activating "Solemn Judgment " or "Horn of Heaven" in response to negate the Summon would prevent the Monarch's effect effect from activating. (This is because the monster would not be successfully Summoned)

-If my opponent Flip-Summons a "Cyber Jar," I can use "Horn of Heaven" or "Solemn Judgment " to negate the Flip-Summon. I cannot wait and use either of these cards against the monsters that would be Special Summoned from the efect of the "Cyber Jar." I need to stop the "Cyber Jar" itself.

What can Royal Oppression negate?

Being a continuous type card with an ignition-like effect, Royal Oppression it's quite different than Solemn Judgment / Horn of Heaven and Thunder King Rai-Oh.

First of all, being continuous, Royal Oppression must remain face up on the field at the time it's effect resolves. If it's effect is activated, and "Mystical Space Typhoon" is chained to destroy "Royal Oppression", then the effect Oppression disappears and the Special Summon will not be negated.

You can initially activate Royal Oppression and negate a monster's Special Summon or the effect that would Special Summon a monster at the same time, but you won't be able to use Oppression's effect a second time on the same chain 'cause it's initial activation has not resolved yet.

Royal Oppression or it's effect cannot be activated at Damage Step.

The mayor difference between Solemn Judgment, Horn of Heaven, Thunder King Rai-Oh and Royal Oppression is this card can negate a monster's Special Summon and/or the effect that summons a monster, and destroy either the monster or the card whose effect would summon a monster. This means Royal Oppression has the additional ability to negate Spell, Trap, and Monster's effects that would summon a monster. However, same as Solemn Judgment, if you want to negate a card whose effect Special Summons monsters, you must chain Royal Oppression directly to the activation of the card's effect. For example, if Zombie Master's effect is activated, you must chain to his effect before the monster is summoned. If you allow Zombie Master to summon a monster, you will no longer be able to negate the Special Summon or the effects of Zombie Master. At that time, his effect has resolved and the summons would be Successful.

Things that can be activated in the damage step: by Trowa_b

1. Counter Trap Cards
2. Spell Speed 2 Effects that alter the ATK/DEF of monsters
3. Effects that specify activation timings within the Damage Step
4. Quick Effect (Multi-Trigger) Monster Effects that negate the activation of a card/effect
5. "Attack and Receive", "Hero Signal", "Chthonian Blast", "Desrook Archfiend", "Michizure", "Null and Void", and "Numinous Healer"

Normal Summon Stacking - by Redshift.

ATK/DEF modifiers - by Maxx "G".

Thanks To Masterdramon for What can Pulling the Rug can negate

Thanks to Corpse for the updates from Legend Of The Blue Eyes White Dragon - Light of Destruction:

Monster Effects from A - Z

Mosnter Effects from A - Z Part 2:

Thanks to Ness00 for the updates from The Duelist Genesis - Present:

Monster Effects from A - Z

Thanks to Masterdramon: The Big Grand List of Things that Target

Thanks to Benji's Dad and Ness00 for the list of normal spells that work with Diamond Dude: Diamond Dude

Things that work with Dark World by Ness00 and Rakath: Please read this WHOLE thread DW

Tournament Document Updates - Official KONAMI Penalty Guidelines and Policy Documents.

Mystical Refpanel List - The entire list of cards for Mystical Refpanel, by Redshift.

Rulings Knowledge Level 1 Test (Judges) - Level 1 Judge Test

Konami email thread - Please note that email rulings are NOT official, and many of these are outdated or invalidated by PSCT or newer rulings.

Props to magnumcyclonex for finding this:

THE 5 KINDS OF MONSTER EFFECTS

Monster effects in the Yu-Gi-Oh! TRADING CARD GAME come in 5 kinds:
Continuous Effects, Ignition Effects, Trigger Effects, Quick effects, and Flip Effects. It is important to understand these 5 kinds
of effects in order to understand other important rules like 'priority'
and 'missing the timing'.

Continuous Effects are those that are always in effect while the monster
remains face-up on the field. Examples include "Jinzo" and "Witch's
Apprentice". (Some Continuous Effects also apply while the monster is
face-down, such as "Kaiser Seahorse", but these are exceptions.) You
cannot chain to Continuous Effects because they never activate. They are
always in effect from the moment the monster is successfully Summoned or
otherwise placed face-up (etc.) on the field.

Ignition Effects are effects that: (a) you can only activate during Main
Phase 1 or 2 of your turn, (b) that you choose when to activate, and (c)
that you are never required to activate. Note that an Ignition Effect
does not necessarily involve having to pay a "cost", so the old term
"Cost Effect"was a misnomer. Examples of Ignition Effects include "Time
Wizard", "Cannon Soldier", "Barrel Dragon", "Chaos Emperor Dragon -
Envoy of the End", the ability of "Black Luster Soldier - Envoy of the
Beginning" to remove a monster from play, the ability to Special Summon
"Andro Sphinx" and "Sphinx Teleia" using the effects written on those
cards, and the ability of "Relinquished" to equip itself with an
opponent's Monster Card. Ignition Effects are Spell Speed 1 and their
activation can be chained to.

Trigger Effects are effects that require a specific condition (or
'trigger') to happen in order to activate. Some Trigger Effects are
mandatory: when the trigger happens, then the Trigger Effect activates.
Examples of mandatory Trigger Effects include "Sangan", "Witch of the
Black Forest", "White Magical Hat", and "Molten Zombie". Other Trigger
Effects are optional, and you can choose whether or not to activate the
effect when the trigger happens. Examples of optional Trigger Effects
include "Mystic Tomato" and "Giant Rat", "Don Zaloog", and the ability
of "Dark Magician of Chaos" to add a Spell Card to your hand when it is
Summoned. If you do not activate an optional Trigger Effect when the
trigger happens, then you cannot activate it later unless the trigger
happens again. (You have to use the Trigger Effect when you have the
opportunity, or else lose it.)

Trigger Effects are Spell Speed 1, but can activate outside of your Main
Phase 1 or 2, and can even activate during your opponent's turn, as long
as the trigger condition is met (for example, you can activate the
effect of "Mystic Tomato" if destroyed as a result of battle during your
opponent's Battle Phase)

Quick Effects are monster effects that are Spell Speed 2. It's
very important to understand that it is not decided that a monster is
Quick effects, which therefore gives it a Spell Speed of 2. Instead, you
can identify a monster as Quick Effects because it has an effect that
obviously makes it Spell Speed 2. This classifies it as Quick effects.

Or, put more simply: these effects are not Spell Speed 2 because they
are Quick Effects. Instead, they are Quick effects
because they are Spell Speed 2.

You can recognize an effect as a Quick Effect using 3 tests

Test #1: Is it something that can be chained to another card? Then it's
a quick Effect.

Examples: "Dark Paladin", "Maryokutai", and "Sorcerer of Dark Magic" all
have effects that must be chained to the activation of a Spell or Trap
Card. In order for these effects to work, you must chain them. Since you
cannot chain a Spell Speed 1 effect, these effects must be Spell Speed
2. Therefore they are quick Effects.

Test #2: Is it something that is used during the Battle Phase, and is
not a Trigger Effect? Then it's a quick Effect.

Examples: "Injection Fairy Lily" and "Sanga of the Thunder" have effects
that are activated during the Battle Phase. They don't have specific
triggers (like "Mystic Tomato" does), so they are not Trigger Effects.
They can't be Ignition Effects because you can activate them outside of
Main Phase 1 or 2. They're not Continuous Effects. Therefore, they must
be quick Effects.

Test #3: Is it an effect used from your hand? Then it's a quick
Effect.

Examples: "Kuriboh" and "Desrook Archfiend" are discarded from your
hand. Therefore they are quick Effects. (Note that "Thunder
Dragon" can only be activated during your Main Phase, according to its
text, so it is an Ignition Effect instead.)

Quick effects can be chained to.

Flip Effects are identified by "FLIP:" in front of the effect in the
card text. They only activate when the monster is flipped face-up. Flip
Effects are Spell Speed 1.
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Last edited by NephthysPhoenix : 11-22-2010 at 09:29 PM.
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Old 11-13-2007, 08:14 PM   #2
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Default Q&A's: Read This Before Posting! YOU MUST READ THIS!

“Light and Darkness Dragon’s” first effect is a Continuous Effect that makes its Attributes both LIGHT and DARK while it is face-up on the field.

“Light and Darkness Dragon’s” second effect that negates the activation of Spell, Trap, and the effects of Effect Monsters is a Quick Effect. “Light and Darkness Dragon” loses 500 ATK and DEF when its effect is resolved, after negating the activation of the Spell, Trap, or effect of the Effect Monster. This effect can be activated during the Damage Step.

“Light and Darkness Dragon’s” second effect can only activate once during the Chain. If a Spell, Trap, or effect of an Effect Monster is chained to the second effect of “Light and Darkness Dragon”, “Light and Darkness Dragon’s” second effect will not activate again in that same Chain.

If the ATK and DEF of “Light and Darkness Dragon” are less than 500 when a Spell, Trap, or effect of an Effect Monster is activated, the second effect of “Light and Darkness Dragon” will still activate but when it resolves it will not negate the activation of the Spell, Trap, or effect of the Effect Monster because its ATK and DEF cannot be reduced by 500.

The ATK and DEF lost by “Light and Darkness Dragon” from its second effect is applied to its total ATK, including all other gains and losses of ATK and/or DEF. Example: If you use the second effect of “Light and Darkness Dragon” 4 times (500 X 4 = 2000 loss of ATK and DEF) while “Luminous Spark” is face-up on the Field Spell Card Zone, the “Light and Darkness Dragon” will have 1300 ATK and 0 DEF. If “Luminous Spark” is then removed from the field or negated, the “Light and Darkness Dragon’s” would change to 800 ATK and 400 DEF.

If “Shrink” is used to halve the original ATK of “Light and Darkness Dragon”, the original ATK of “Light and Darkness Dragon” is halved to create a new current ATK and then the ATK and DEF lost by the effect of “Light and Darkness Dragon” is reapplied. Example: If you use the second effect of “Light and Darkness Dragon” twice (500 X 2 = 1000 lost ATK and DEF) and “Shrink” is used to halve the original ATK of “Light and Darkness Dragon”, the effect of “Shrink” is applied (2800 / 2 = 1400 ATK) and then “Light and Darkness Dragon’s” ATK is reduced by 1000 (1400 – 1000 = 400) for a total of 400 ATK and 1400 DEF. When the effect of “Shrink” is no longer applied (because the turn had ended, etc.), reapply the lost ATK and DEF to the “Light and Darkness Dragon’s” original ATK of 2800. (In our example, the values would be 1800 ATK and 1400 DEF)

“Light and Darkness Dragon’s” third effect is a Trigger Effect that activates whenever “Light and Darkness Dragon” is destroyed and sent to the Graveyard. This effect targets 1 monster in its owner’s Graveyard. When “Light and Darkness Dragon’s” effect is resolved, you will destroy every card you control and then Special Summon the selected monster from your Graveyard.

If your “Light and Darkness Dragon” is the only card on your side of the field when it is destroyed and sent to your Graveyard, its effect to Special Summon 1 monster from your Graveyard will still activate, even though you control no cards.

If the monster you select to Special Summon is removed from the Graveyard in Chain (by using “D.D. Crow”, etc.), before resolving the effect of “Light and Darkness Dragon”, the selected monster will not be Special Summoned but you will still destroy every card that you control.

When “Light and Darkness Dragon” is destroyed and sent to your Graveyard while you have no monsters in your Graveyard that you can Special Summon, the effect of “Light and Darkness Dragon” will not Special Summon a monster but it will still destroy every card you control.

“Light and Darkness Dragon’s” third effect will activate when it is destroyed while in the hand or the Deck and sent to the Graveyard. Example: “Light and Darkness Dragon” is destroyed by “Crush Card Virus” while in the player’s hand.

If “Light and Darkness Dragon” is removed from the field or flipped face-down, any loses of ATK and DEF from its effect are reset and will not be reapplied when it is returned to the field or flipped face-up.

If “Light and Darkness Dragon” is Summoned or flipped face-up while “Skill Drain” is active, “Light and Darkness Dragon’s” first effect will be negated. Its second effect will still activate whenever a Spell, Trap, or effect of an Effect Monster is activated, but the effect of “Light and Darkness Dragon” will be negated so the activation of the Spell, Trap, or effect of Effect Monster will not be negated and “Light and Darkness Dragon” will not lose ATK or DEF. Its third effect that activates when it is destroyed and sent to the Graveyard will not be negated because this effect activates and resolves while “Light and Darkness Dragon” is not on the field.

If you cannot Special Summon a monster because of a card’s effect (“Scapegoat”, etc.) when “Light and Darkness Dragon” is destroyed and sent to the Graveyard you will not be able to Special Summon the selected monster but you must still destroy every card that you control.

If you cannot Special Summon a monster because all of your Monster Card Zones are forbidden (by “Ground Collapse”, “Ojama Knight”, etc.) when your “Light and Darkness Dragon” is destroyed and sent to the Graveyard, the effect of “Light of Darkness Dragon” will not Special Summon a monster but it will still destroy every card that you control.

“Light and Darkness Dragon” cannot negate the activation of the Ignition-like effect of Continuous Spell or Trap Cards (“Ultimate Offering”, etc.) or Field Spell Cards (“Ancient City – Rainbow Ruins”, etc.). “Light and Darkness Dragon’s” second effect activates when a Spell or Trap Card is first activated (placed face-up onto the field or flipped face-up).

When the effect of a Normal Spell Card is activated in the Graveyard due to the effect of “Destiny Hero – Diamond Dude”, “Light and Darkness Dragon’s” second effect will not activate because the Normal Spell Card is not “activated”.

When “Light and Darkness Dragon” negates the activation of a Continuous Spell or Trap Card, the Continuous Spell or Trap Card is sent to the Graveyard. When “Light and Darkness Dragon” negates the activation of “Swords of Revealing Light”, the “Swords of Revealing Light” is sent to the Graveyard.

When the effect of a Spell, Trap, or effect of an Effect Monster is activated while the card is in your hand (“Green Baboon, Defender of the Forest”, etc.), the card will remain in the player’s hand when its activation is negated by “Light and Darkness Dragon”.

If a monster with an optional Trigger Effect, like “Peten the Dark Clown” or “Infernal Dragon”, is destroyed by “Light and Darkness Dragon”, the timing to activate the effect is missed because immediately afterwards a monster is Special Summoned. The last thing to happen when resolving the effect is the Special Summon of a monster and not the destruction of “Peten the Dark Clown” or “Infernal Dragon”.

When “Light and Darkness Dragon” negates the activation of a Spell, Trap, or effect of an Effect Monster that can only be activated once per turn (“Blowback Dragon”, etc.), the Spell, Trap, or effect of the Effect Monster cannot be activated again because the Spell, Trap, or effect of the Effect Monster is treated as having been activated during that turn. If the effect of the Effect Monster can be activated multiple times during the same turn (“Treeborn Frog”, etc.), the effect of the Effect Monster can be activated again.

If you have 2 or more “Light and Darkness Dragon” face-up on your side of the field when a Spell, Trap, or effect of an Effect Monster is activated, the effect of each “Light and Darkness Dragon” form a Chain, but only the effect of the “Light and Darkness Dragon” placed highest on the Chain will resolve. The other “Light and Darkness Dragon” on the Chain will not negate the activation of the Spell, Trap, or effect of the Effect Monster and they will not lose any ATK or DEF from their effect.

If you Tribute “Sangan” and “Witch of the Black Forest” to Tribute Summon “Light and Darkness Dragon”, the effect of “Sangan” and “Witch of the Black Forest” form a Chain. “Light and Darkness Dragon” will negate the activation of whichever effect is placed second on the Chain.

If the second effect of “Light and Darkness Dragon” is activated and an effect is chained that removes “Light and Darkness Dragon” from the field or flips it face-down, the effect of “Light and Darkness Dragon” will disappear and the Spell, Trap, or effect of the Effect Monster will not be negated.

If “Light and Darkness Dragon” negates the activation of “Twin-Headed Behemoth’s” effect, the effect of “Twin-Headed Behemoth” will not activate again during the Duel.

If the activation of “Destiny Hero – Dasher’s” effect that Special Summons a monster is negated by “Light and Darkness Dragon”, the “Destiny Hero – Dasher” will not be able to activate the effect while it remains in the Graveyard. If it is removed from the Graveyard and then later returned to the Graveyard, it will be able to activate its effect once again.

If “Light and Darkness Dragon” negates the activation of a Spirit Monster’s effect that would return it to its owner’s hand, the effect of the Spirit Monster will activate again during the same End Phase.

“Light and Darkness Dragon” will negate the activation of “Serpentine Princess’” effect when the face-up “Serpentine Princess” is sent from the field to the Deck. (“Serpentine Princess” remains in the Deck)

“Light and Darkness Dragon” will negate the activation of “Mokey Mokey King’s” effect that activates when it is removed from the field, even if it is returned to the Fusion Deck.

If “Light and Darkness Dragon” is destroyed and sent to the Graveyard while being treated as an Equip Card, its third effect that Special Summons 1 monster will activate.

When a monster is Summoned that has an effect that activates at the time the monster is successfully Summoned (“Zaborg the Thunder Monarch”, “Breaker the Magical Warrior”, etc.) while “Light and Darkness Dragon” is face-up on the field, the effect of the Summoned monster will be Chain Link 1 and “Light and Darkness Dragon” will be Chain Link 2. Because of this, it is not possible to use “Pulling the Rug” to negate the effect of the monster if it was Normal Summoned.

If “Light and Darkness Dragon” negates the activation of the effect of “Majestic Mech – Ohka” or “Majestic Mech – Goryu” that activate during the End Phase, the effect of the “Majestic Mech – Ohka” or “Majestic Mech – Goryu” will activate again during the same End Phase. If the effect of “Majestic Mech – Ohka” or “Majestic Mech – Goryu” is activated during the End Phase while “Light and Darkness Dragon” has less than 500 ATK and DEF, the second effect of “Light and Darkness Dragon” will still activate, but it will not be able to negate the effect and the “Majestic Mech – Ohka” or “Majestic Mech – Goryu” will be sent to the Graveyard.
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Last edited by NephthysPhoenix : 07-29-2009 at 08:08 AM.
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Old 07-29-2008, 03:58 PM   #3
NephthysPhoenix
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Default New rules been added

KONAMI's Rule Book

Main Decks and Side Deck Rules

Quote:
A player’s Deck must be between 40 and 60 cards. Decks may not be smaller than 40 cards or larger than 60 cards (effective August 11, 2008).
Extra Deck Rules (Previously called Fusion Deck)

Quote:
When playing in Yu-Gi-Oh! TCG tournaments, each player is allowed to bring a “Extra Deck” to the tournament in addition to his or her regular Deck. The Extra Deck can only contain Fusion Monsters and Synchro Monsters. The Extra Deck may contain between 0 and 15 cards (effective August 11, 2008), and no more than three copies of any Fusion or Synchro Monster, plus it must adhere to the Forbidden and Limited lists.

As with the main Deck, cards in the Extra Deck cannot be changed, added, or removed during the course of the tournament. Before the start of the Match, a player must place his or her Extra Deck face down on the field in the Extra Deck Zone where it can be clearly viewed. Players should keep Synchro and Fusion Monsters of the same name together in the Extra Deck to assist in Deck checking.
Quote:
RULES CHANGES: With the introduction of Yu-Gi-Oh! 5D's and the new Synchro Monsters, a few simple rules are being changed. These changes are effective on Monday, August 11, 2008:
Quote:

1. Your Main Deck must be between 40 and 60 cards. In addition to the 40-card minimum, your Main Deck now has a maximum size limit of 60 cards. Remember, it's usually best to stay close to the 40-card minimum so you can draw and use your strongest and favorite cards more reliably.
2. The Fusion Deck is now called the Extra Deck. It can be between 0 and 15 cards. Not just for Fusion Monsters anymore, you will also include the new white-framed Synchro Monster cards in this Deck. The Extra Deck still uses all the same rules as the Fusion Deck. You can include up to three copies of a card in your Extra Deck.
4. "Multi-Trigger" Effect Monster effects are now called "Quick Effects." This is a change in terminology to help players better identify and understand this category of monster effects. There are no rules changes to how any cards are played. The new term, Quick Effect, better describes the defining characteristic of these monster effects.

5. Side deck is 0 to 15.
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Old 09-30-2008, 04:51 PM   #4
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Default

Judges,

The new text for "Prohibition" is as follows:
"When you activate this card, declare 1 card name. Cards with that name and their effects cannot be used. Cards on the field before this card was activated are not affected (including face-down cards)."


In addition, a new FAQ entry is being added for "Prohibition" with the following rulings:

"cannot be used" means that the declared card cannot be placed onto the field from your hand. A declared Monster Card cannot be Summoned or Set from your hand, and any effect it activates while in your hand cannot be activated. A declared Spell or Trap Card cannot be activated or Set from your hand. Every player in the Duel cannot "use" the declared card.

The declared card may be used to pay costs. The declared card can be discarded, Tributed, or sent to the Graveyard.

"Prohibition" does not target the declared card.

A declared Monster Card can be Special Summoned from the Deck, Graveyard, or Removed Zone. If this happens, the Monster Card's are not applied, and it cannot attack or change its battle position manually. Any maintainence costs must still be paid.

Declared cards on the field before "Prohibition" resolves are unaffected. Declared Monster Cards Set before "Prohibition" resolves can be Flip Summoned. Declared Spell or Trap Cards Set before "Prohibition" resolves can be activated.

After declaring a card for "Prohibition", the declared card cannot be changed.

If a Spell or Trap Card is declared with "Prohibition", it cannot be Set with "Dust Tornado's" effect.

If a declared Monster Card is Special Summoned face-down (by "Cyber Jar", etc.), when it is flipped face-up its effects are not applied. If it has a Flip Effect, the Flip Effect does not activate.

The Ignition-like effects of a declared Continuous Spell or Trap Card face-up on the field before "Prohibition" resolves can still be activated.

If a Monster Card declared by "Prohibition" is Special Summoned, it cannot be used as a Synchro Material Monster for a Synchro Summon.

If a Monster Card declared by "Prohibition" is Special Summoned face-down and afterwards "Prohibition" is negated, the declared Monster Card can be Flip Summoned and its effects will be applied.

If "Mystic Tomato" is declared with "Prohibition" while a "Mystic Tomato" is on the field, when the "Mystic Tomato" is destroyed by battle and sent to the Graveyard its effect activates. If it Special Summons another "Mystic Tomato", the Special Summoned "Mystic Tomato" "cannot be used", so its effects will not be applied and its battle position cannot be chained.

If "Exodia the Forbidden One" is declared with "Prohibition", when a player has all five pieces of Exodia in their hand, they win the Duel. This is a win condition and cannot be prevented with "Prohibition".

If "Sinister Serpant" is declared, a "Sinister Serpant" in the Graveyard cannot be returned to its owner's hand. If the "Sinister Serpant" was on the field before "Prohibition" resolved, it can be returned to its owner's hand but "cannot be used" after returning to its owner's hand.

If "Prohibition" is active and another "Prohibition" is activated, declaring "Prohibition", the copies of "Prohibition" on the field are unaffected, but other "Prohibition" cannot be activated or Set.

If "Prohibition" declares "Sangan" or "Witch of the Black Forest", if the declared card is on the field when "Prohibition" resolves, its effect will activate when it is sent to the Graveyard. If the declared card is Special Summoned after "Prohibition" resolves, it "cannot be used", so its effect will not activate when it is sent to the Graveyard.

If "Nimble Momonga" or "Giant Germ" is on the field when declared by "Prohibition", when it is destroyed by battle and sent to the Graveyard its effect activates, but the Special Summoned "Nimble Momonga" or "Giant Germ" "cannot be used", so their effects will not be applied when they are destroyed by battle and sent to the Graveyard.

A Level 4 or lower Monster Card declared by "Prohibition" can be Special Summoned by "Cyber Jar", but it "cannot be used" so its effects are not applied and it cannot attack or change its battle position manually.

If "Jinzo" is declared by "Prohibition", the effect of a "Jinzo" that is already on the field is still applied. If a "Jinzo" is Special Summoned, it "cannot be used", so the effects of Trap Cards are not negated and Trap Cards can be activated.

After your "Parasite Paracide" is shuffled into your opponent's Deck by its effect, if "Prohibition" is activated and declares "Parasite Paracide", when your opponent draws "Parasite Paracide" its effect is applied because its Flip Effect had already resolved.

If the effect of "Prohibition" is being negated, the declared card can be "used". If the declared card is on the field when the effect of "Prohibition" becomes active again the declared card on the field is unaffected.

If a Fusion Substitute Monster like "King of the Swamp" is declared by "Prohibition", it cannot be used as a Fusion Material substitute in a Fusion Summon while it is in your hand.

If "Thunder Dragon", "Honest", or "Kuriboh" is declared with "Prohibition", it can be discarded with "Card Destruction" but it cannot be discarded to activate its effect.

"Valkyrion the Magna Warrior", "The Fiend Megacyber", or "Gate Guardian" declared by "Prohibiton" cannot be Special Summoned from your hand.

If a Fusion Monster is declared with "Prohibition", it cannot be Fusion Summoned from the Extra Deck with "Polymerization". If a Fusion Material Monster is declared, it cannot be used in a Fusion Summon.

If a Ritual Monster is declared with "Prohibition", it cannot be Ritual Summoned.

If "Lord of D." is declared with "Prohibition", if it is Special Summoned it "cannot be used", but "The Flute of Summoning Dragon" can be activated.

"Cyber Harpie Lady" cannot be declared with "Prohibition", because its name is treated as "Harpie Lady". "A Legendary Ocean" cannot be declared with "Prohibition", because its name is treated as "Umi".

If "Prohibition" declares "Jinzo" and afterwards it is negated by "Imperial Order", if "Jinzo" is Summoned it will negate "Imperial Order", but its effects will still be applied because it is already on the field when "Prohibition" is reapplied.

If "Metalzoa" or "Red-Eyes Black Metal Dragon" is declared with "Prohibition", they cannot be Special Summoned from the Deck.

If a "Spirit Message" card is declared with "Prohibition", it can still be placed onto the field by the effect of "Destiny Board".

If "The Mask of Remnants" is declared with "Prohibition", when "Masked Beast Des Gardius" is sent to the Graveyard and its effect activates, "The Mask of Remnants" will be equipped from the Deck onto the opponent's monster.

If "Neko Mane King" is declared with "Prohibition", when "Neko Mane King" is sent from the hand to the Graveyard by the opponent's effect, its effect does not activate. If "Neko Mane King" was already on the field before "Prohibition" resolved, its effect will activate.

Prohibited monsters cannot be used for the Special Summon of a Neos, XYZ, or Gladiator Beast Fusion.
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Old 04-16-2009, 08:30 PM   #5
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Battle Phase

You may not enter this phase if you are the starting player. If you do not to enter Battle Phase, you proceed to End Phase. You may enter this phase even if you don't have any monster in your field.

Start

* Turn player declares that he/she is entering the Battle Phase.

* Turn player has the priority to play or activate a Spell Speed 2 effect or card at the start of Battle Phase.

Decide if conducting battle. Note entering Battle Phase doesn't means you have to declare attacks. If you do not, go straight to End of Battle Phase

The Battle Step

Sub-step 1: Start/Attack Declaration

Select 1 monster you control to attack with, and declare 1 of your opponent's monsters as your the monster you wish to attack.
* Turn player retains priority to respond to his own attack declaration with Spell Speed 2.

* Only one chain can be created in direct response to the attack declaration. Cards such as Mirror Force, Magic Cylinder, Sakuretsu Armor can be activated or chained at this point

Substep 2: Before Damage Step

* Cards that doesn't needs to be activated in direct response to the attack declaration, but before the damages step can be activated here. Note at this sub step, several different chains can be created before both players agrees to enter Damage Step.



The Damage Step

The Damage Step is comprised of a series of events. The start of the Damage Step, flipping the face-down attacked monster face-up, damage calculation, inflicting Battle Damage, activating the Flip Effect of the flipped monster, and sending a monster destroyed by battle to the Graveyard are seperate events that all happen during the Damage Step.

The Damage Step has specific rules that govern what can or cannot be activated. Some cards can't be activated at all, while others can only be activated during very specific events that occur within the Damage Step:

Cards that can be activated at Damage Step:

1. Counter Trap Cards
2. Spell Speed 2 Effects that alter the ATK/DEF of monsters
3. Effects that specify activation timings within the Damage Step
4. Quick Effect (Multi-Trigger) Monster Effects that negate the activation of a card/effect
5. "Attack and Receive", "Chthonian Blast", "Desrook Archfiend", "Michizure", "Null and Void", and "Numinous Healer"

Please refer to Pgs. 34-36 of the rulebook (ver. 7.0) before reading this post.



Substep 1. Start of the Damage Step

Some cards have effects that activate at the start of the Damage Step. Monsters like "Steamroid", "Rampaging Rhynos", "Crystal Beast Topaz Tiger", "Etoile Cyber", "Super Robolady", "Super Roboyarou", "Black Veloci", and "Jain, Lightsworn Paladin" with Continuous Effects that are applied when attacking a monster, attacking directly, or being attacked are applied at this time without starting a Chain.

Some monsters have Trigger Effects that activate when attacking a face-down monster and start a Chain at this time because they do not flip the face-down monster face-up, like "Neo-Spacian Grand Mole", the "Mystic Swordsman" cards, "The Six Samurai Irou", "Razor Lizard", "Sasuke Samurai", and "Sasuke Samurai #4". Each of these effects destroys, etc. the monster without flipping it face-up or applying damage calculation.

The effect of "Nanobreaker" starts a Chain if it is attacking a face-up Level 3 or lower monster. "Disciple of the Forbidden Spell's" effect starts a Chain if it is attacking a face-up monster with an Attribute that was selected by its effect. "Ninja Grandmaster Sasuke's" effect activates if it attacks a face-up, Defense Position monster. (These effects won't activate if the opponent's monster is face-down)

Effects that increase, decrease, halve, or double the ATK and/or DEF of a monster can be activated at this time. This includes cards like "Shrink", "Limiter Removal", "Rush Recklessly", "Rising Energy", and "Mirror Wall", though it is uncommon to do so.



Substep 2 Flipping the Face-Down Monster Face-Up

If the monster being attacked is face-down, it is flipped face-up at this time. If the monster has a Flip Effect or a Trigger Effect that activates when it is flipped face-up, the effect will not activate at this time.

If the flipped monster has a Continuous Effect that is active while it is face-up on the field, the Continuous Effect is applied at this time. This includes the Continuous Effects of monsters like "Star Boy", "Hoshiningen", "Jinzo", and "Spell Canceller" that apply as long as the monster is face-up on the field. Effects that would prevent the flipped monster from being attacked, like "Command Knight's" effect, are not applied at this time, because the monster is already being attacked. If the monster survives the battle, its effect will be applied against any following battles.

Sometimes the flipped monster will have a Continuous Effect that causes it to "self-destruct" if proper field conditions are not met ("Giant Kozaky", "Zombie Mammoth", "Thunder Nyan Nyan", etc.) When this occurs, the monster is not immediately destroyed. Damage calculation is still conducted. If the monster is destroyed by the battle, its effect is not applied. If the monster survives the battle, it is destroyed by its effect after damage calculation.

Effects that increase, decrease, halve, or double the ATK and/or DEF of a monster can be activated at this time, though it is uncommon to do so.



Substep 3 Before Damage Calculation

The effects of cards like "Drillroid" and "Ehren, Lightsworn Monk" activate at this time, after the face-down monster has been flipped face-up and before damage has been calculated. Sometimes these effects will state something similar to "without applying damage calculation", which means that damage calculation will not occur and will actually be skipped over. (The remainder of the Damage Step that occurs AFTER damage calculation will continue as normal)

Cards like "Blast Sphere", "Adhesive Explosive", "Kiseitai", and "Ancient Lamp" have effects that activate when they are flipped face-up by an attack and their effects are activated at this time. These cards typically have effects that state that they are activated without applying damage calculation.

The damage-inflicting effects of "Reflect Bounder", "Yubel", and "Yubel Terror Incarnate" are also activated at this time.

Effects that increase, decrease, halve, or double the ATK and/or DEF of a monster are typically activated at this time. You are allowed to have multiple Chains for the use of activating these types of effects. If you activate "Rush Recklessly" and it is negated by your opponent's "Magic Jammer", you can start another Chain by activating "Rising Energy", etc.



Substep 4 Damage Calculation

Some effects in the Yu-Gi-Oh! TCG are applied "during damage calculation". Damage calculation is a specific event in the Damage Step during which we compare the ATK and/or DEF of the monsters in battle and inflict Battle Damage, if Appropriate, following the rules on Pages 35-36 of the rulebook (Version 7.0). Some effects are applied during this very specific event, like "Injection Fairy Lily" and "Kuriboh", begin a Chain, while Continuous Effects that are applied during damage calculation do not.

We only get one Chain with which to activate effects that are activated "during damage calculation". Only effects that are activated "during damage calculation" and effects that negate them, such as Counter Trap Cards and the effects of cards like "Herald of Orange Light" and "Light and Darkness Dragon", can be activated at this time. Effects that increase, decrease, halve, double, etc. the ATK and/or DEF of a monster cannot be activated at this time, unless they are specifically allowed to be activated "during damage calculation". This means that cards like "Shrink", which are not specifically activated "during damage calculation", cannot be activated, while "Injection Fairy Lily's" effect can be activated.

Any Continuous Effects specific to damage calculation are applied (turn on) before the "during damage calculation" Chain begins, but some can be applied or disappear during the Chain's resolution if the conditions of the battle change (ATK/DEF change, Life Point change, etc.) After the "during damage calculation" Chain has finished resolving and all Appropriate Continuous Effects have been applied, the results of the attack are determined and any resulting Battle Damage is inflicted.

If a monster is destroyed by a card effect during damage calculation ("Divine Wrath", etc.), any remaining effects on the Chain finish resolving. After the Chain finishes resolving, damage calculation stops. No battle damage is inflicted and neither monster is destroyed by the battle. The monster that is destroyed by a card effect is not considered to have been destroyed by battle, because damage calculation stopped and this determination wasn't made. The remainder of the Damage Step continues as normal.



Honest Issues

"Honest" is a bit odd, because it can be activated anytime from the start of the Damage Step up to and including damage calculation. A player's ability to respond to its effect will depend on when "Honest's" effect is activated. Some card texts do no indicate that a card can be activated during damage calculation, but their card rulings do, like "Injection Fairy Lily" and "Honest". Be sure to check the FAQ and Judge Forum if you are uncertain. (Keep in mind that a very, very small number of cards use this specific portion of the Damage Step.)

Example 1: Injection Fairy Lily and Rising Energy

Player A has "Dark Magician" in Attack Position and "Rising Energy" set in his Spell and Trap Card Zone. His opponent has "Injection Fairy Lily" in Attack Position. Player A attacks "Injection Fairy Lily" with "Dark Magician". During damage calculation, Player A's opponent activates "Injection Fairy Lily's" effect. Player A cannot chain "Rising Energy" to increase the ATK of "Dark Magician".

Example 2: Injection Fairy Lily and Divine Wrath

Player A has "Goyo Guardian" in Attack Position and "Divine Wrath" Set in his Spell and Trap Card Zone. His opponent, Player B, has "Injection Fairy Lily" in Attack Position. Player A attacks "Injection Fairy Lily" with "Goyo Guardian". During damage calculation, "Injection Fairy Lily's" effect is activated. Player A chains "Divine Wrath" to negate the effect of "Injection Fairy Lily" and destroy it. Damage calculation stops, no Battle Damage is inflicted to Player B's Life Points, and "Goyo Guardian's" effect does not activate because "Injection Fairy Lily" was destroyed by the effect of "Divine Wrath" and not by battle. The remainder of the Damage Step continues as normal.

Example 3: Injection Fairy Lily and Skyscraper
Player A has "Skyscraper" in her Field Spell Card Zone and "Elemental Hero Wildedge" in Attack Position. She attacks her opponent's Attack Position "Injection Fairy Lily". During damage calculation, her opponent activates "Injection Fairy Lily's" effect, increasing its ATK to 3400. After "Injection Fairy Lily's" effect resolves, "Skyscraper's" Continuous Effect is applied to increase the ATK of "Elemental Hero Wildedge" to 3600.

Example 4: Honest Vs. Honest

Player A has "Honest" in his hand and "D.D. Warrior Lady" in Attack Position. His opponent, Player B, has "Honest" in her hand and "Blue-Eyes White Dragon" in Attack Position. Player A attacks the "Blue-Eyes White Dragon" with "D.D. Warrior Lady". During damage calculation, he activates the effect of "Honest". If Player B wants to activate the effect of their "Honest", they would need to chain it. They cannot wait until after Player A's "Honest" resolves and start another Chain, because when the current Chain finishes resolving damage will be calculated and the timing to activate the effects of cards like "Honest" will have passed.



Substep 5 Battle Damage - After Damage Calculation

If the flipped monster had a "self-destruct" effect ("Giant Kozaky", Zombie Mammoth", "Thunder Nyan Nyan", etc.) and it has survived the battle, it is destroyed by its effect at this time if its proper field conditions are not met.

If a monster destroyed by the battle has a Continuous Effect that is applied while the monster is face-up on the field ("Jinzo", "Spell Canceller", etc.), the Continuous Effect is no longer applied. Continuous Effects that change where a monster goes when it is removed from the field at the end of the Damage Step are unaffected ("Crystal Beast" monsters, "Dark Magician of Chaos", etc.).

Some cards have effects that activate when Battle Damage is inflicted to a player's Life Points. Cards like "Don Zaloog", "Spirit Reaper", "Doom Dozer", "Kycoo the Ghost Destroyer", "Sasuke Samurai #3", "Evil Hero Wild Cyclone", and "Magna Drago" activate at this time. The effect of "Red Dragon Archfiend" that destroys every Defense Position monster on the defending player's side of the field also activates at this time. If the attack was a direct attack, the Spell Card "Sebek's Blessing" may be activated.

"Attack and Receive", "Numinous Healer", "Damage Condenser", and the effect of a face-up "Damage = Reptile" may be activated at this time.

We have one exception, which is entirely rulings-based: "Flashbang". "Flashbang", if activated, is actually activated before the effects of cards that activate when Battle Damage is inflicted to a player's Life Points, and if its effect resolves properly the effects of cards that activate when Battle Damage is inflicted will not activate, because the turn ends.



Substep 6 Resolve effects.

After damage calculation, the infliction of Battle Damage, and any effects that activate as a result, the Damage Step has a section devoted to dealing with the Flip Effect of the Flip Effect Monster that was flipped face-up by the attack. If the flipped monster had a Trigger Effect that activates when the monster is flipped face-up ("Royal Keeper", "Nightmare Penguin", etc.), it will be activated at this time.

The Trigger Effects of "D.D. Warrior", "D.D. Warrior Lady", and "D.D. Assailant" activate at this time. If "Wall of Illusion" was attacked, its Trigger Effect activates at this time.

If the Flip Effect of the flipped monster targets, you cannot select a target that has been destroyed during damage calculation. (Ver. 7.0 rulebook, Pg. 34)



Substep 7 End of the Damage Step - Monster(s) Destroyed by Battle are Sent to the Graveyard

Monsters that have been destroyed by battle are now sent to the Graveyard. If the monster destroyed by battle has an effect that activates when it is destroyed by battle and sent to the Graveyard, its effect starts a Chain. Effects that can be activated when a monster is destroyed by battle and sent to the Graveyard ("Tualatin", "Desrook Archfiend", "Green Baboon, Defender of the Forest", "Time Machine", "Destiny Signal", "Domino Effect", etc.) may be activated/chained at this time. A monster that activates its effect when it destroys a monster by battle and sends it to the Graveyard ("Hydrogeddon", "Elemental Hero Flame Wingman", etc.) are also activated at this time.

If the effect of a card like "Macro Cosmos" is active, a monster destroyed by battle will be removed from play instead. Some monsters like "Apprentice Magician" will still activate their effect if they only need to be "destroyed by battle", and not the stricter requirement of "destroyed by battle and sent to the Graveyard". Monsters with effects that activate when they destroy a monster by battle, without the additional requirement of "sending it to the Graveyard" ("Fenrir", etc.), will also activate at this time.

A Counter on a "Crystal Core" monster or on "Big Core" is removed. If "Des Mosquito" was destroyed by the battle, 1 counter is removed. If "Spacegate" is active, 1 Gate Counter is placed upon it if the opponent's monster attacked or was attacked.

Some effects are given specific allowanced by Konami that allow them to be activated at this time, like "Michizure" and "Chthonian Blast". Cards such as these will typically have a ruling on the FAQ mentioning that they may be activated during the Damage Step, and they usually apply at this time.

The effects of cards like "The Six Samurai - Zanji", "Ryu Kokki", "Getsu Fuhma", "Rallis the Star Bird", "Ancient Gear Engineer", "Chainsaw Insect", and "Gonogo" are applied at this time.



Back to Battle Step

If you have another monster on the field, once you have completed the Damage Step you can go back to Battle Step and declare a new attack. Note even if you have several monsters and you opponent has an open field, each monster must complete the entire process before another monster can declare another attack. Each attack is individual. Only one at a time must be declared and resolved.



End of Battle Phase:

* Turn player declares the end of his/her Battle Phase.

* Turn player has the priority to activate Spell Speed 2 here.
* Activate effects that activate "at the end of the Battle Phase". (Examples are "Goblin Attack Force" and "Giant Orc"). Gladiator Beasts whosurvived the battle and remain face up on the field at this point can TAG.
Updated with Battle Phase
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Last edited by NephthysPhoenix : 05-29-2009 at 04:41 AM.
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Old 04-18-2009, 06:16 PM   #6
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Default The Unofficial Guide to Priority

THIS GUIDE IS NOW DEFUNCT. I WILL LEAVE IT UP AS A REFERENCE FOR HOW THE GAME WORKED IN YEARS PAST. BUT THIS GUIDE NO LONGER CORRECTLY REFLECTS THE MECHANICS OF THE GAME.


I figured I would get around to writing this since there are always alot of Questions being asked about this subject, and alot of misunderstanding about this concept.

Yugioh is based on the concept that one of the two players always has priority to perform an action first. What the actions are differs depending on whose turn it is, and what phase it is, but priority is always held by one of the two players. The turn player retains priority at the beginning of each step as well as the beginning of each phase.

Only one player can have priority at a time! MONSTERS CANNOT HAVE PRIORITY!! ONLY PLAYERS HAVE IT!

There are some actions that do not automatically pass priority.

Setting a card, whether it's monster magic or trap, does not pass priority. In fact the turn player retains priority to activate a spell speed 2 or higher effect in response to setting a card. And no, GB Contact fusing is not one of things you can do with priority.

Manually changing the battle position of a face up monster also results in the turn player retaining priority to activate a spell speed 2 or higher effect.

As a rule thumb, anytime an action that uses the chain is activated, priority is passed from one player to another. Actions that do not use the chain such as drawing a card, setting a card, declaring an attack, result in the turn player retaining priority to activate a spell speed 2 or higher effect. Also, during the main phase when a chain resolves and no monster is summoned, the turn player retains priority to activate a spell speed 2 or higher effect in response to the resolution of that chain. If the chain results in a monster being summoned, the turn player retains priority to activate an ignition effect or spell speed 2 or higher effect in response.

Example 1: The turn player activates Call Of The Haunted targeting Lonefire Blossom. When Call resolves lonefire is special summoned to the field. The turn player can activate Lonefire Blossom's effect with priority.

Example 2: The turn player activates Destiny Draw discarding destiny hero malicious. when Destiny Draw resolves, the turn player has priority to activate a spell speed 2 or higher effect. They cannot activate malicious' effect with priority. It looks like the non turn player will have a chance to either chain D.D. Crow to Destiny Draw, or activate it in response to the resolution of Destiny Draw.^^

Example 3: The turn player activates Reinforcement of the Army. When it resolves, she brings Elemental Hero Stratos to her hand. She retains priority to activate a spell speed 2 or higher effect in response to the resolution of RotA. Her opponent activates Mind Crush naming Elemental Hero Stratos in response to the resolution since she did not have any responses.

I'm going to attempt to list out the basic actions for the turn player with priority for each phase. Keep in mind this is what the turn player can do as soon as they enter each phase.

Draw Phase:
After a card is drawn, the turn player has priority to activate a spell speed 2 or higher effect in response to them drawing a card.

Standby Phase:
The turn player retains priority to activate a spell speed 2 or higher effect. The turn player also retains priority to activate the effect of any/all trigger effects that activate during the standby phase such as tree born frog.

Main Phase:
The turn player retains priority to normal/flip/special summon a monster.
The turn player retains priority to activate any spell or trap, regardless of speed.
The turn player retains priority to set a card.
The turn player retains priority to activate the ignition, trigger(if applicable), or quick effect(if applicable) of any of their monsters.
The turn player retains priority to change the battle position of any of their monsters.

Battle Phase: Start Step:
The turn player retains priority to activate a spell speed 2 or higher effect.

Battle Phase: Battle Step
The turn player retains priority to declare an attack with one of their monsters.
The turn player retains priority to activate a spell speed 2 or higher effect in response to their attack. This is assuming that there are no trigger effects involved.

Battle Phase: The Damage Step: at the beginning of each of the 7 substeps of the damage step, the turn player has priority to begin a chain with Appropriate cards.

Battle Phase: The End Step: The turn player retains priority to activate a spell speed 2 or higher effect.
The turn player retains priority to activate the effects of any and all trigger effects that activate during the end step such as the effects of Gladiator Beast monsters.

Main Phase 2: see main phase.

End Phase: The turn player retains priority to activate a spell speed 2 or higher effect.
The turn player retains priority to activate the effect of any/all trigger effects that activate during the end phase such as the second effect of Lyla, Lightsworn Sorceress.
The turn player retains priority to resolve any/all lingering effects of cards that resolve during the end phase, such as Brain Control, Limiter Removal, and Enemy Controller.


Now lets get to the part that we have all got hung up on at least some point of playing this game. Priority in regards to a monster being summoned. Coincidentally, this will also cover the summon negation and response chains. I will try to be as in depth as necessary.

Lets assume that the turn player attempts to normal summon a monster.

A small window is opened that gives both players a chance to negate the summon. This is the summon negation window. A single chain started by a cards that negates the summon of a monster is all that is allowed.
The turn player retains priority to negate the summon of their own monster. If they pass, the non-turn player now has priority to negate the summon. IF both players pass, the summon negation window is now closed,the summon is considered successful, continuous effects are now applied, and the window in response to a successful summon of a monster is now opened. only one chain is allowed in this window.

During the main phase if the turn player summons a monster, assuming that there are no trigger effect interfering, the turn player retains priority to activate the ignition effect of one of their monsters, or activate a spell speed 2 or higher effect in response to the successful summon.

Trigger effects on a monster that the turn player summons, or on a card that activates when the turn player summons a monster use up the turn player's priority once they activate. Priority is immediately passed to the opponent.
You cannot activate these trigger effects with priority.

Trigger effects that activate from a card controlled by the non turn player when the turn player summons a monster prevent the turn player from activation ignition effects in response to the summon. You cannot manually chain spell speed 1 effects. However, the turn player still retains priority to activate a spell speed 2 or higher effect in response to the successful summon.


The following examples are all from the perspective of the turn player during the main phase.

Example 1: The turn player summons a Snipe Hunter. During the summon negation window, the non turn player tries to negate the summon with Solemn Judgment. The turn player responds with Dark Bribe. Neither player has any response and the summon is considered successful.

The non turn player has alot of face down cards he would like to activate. However, the non turn player must wait until the turn player decides whether or not they will activate the ignition effect of any of their monsters, or a spell speed 2 or higher effect in response to the summon. After the turn player has performed one of those actions, or has passed priority to the non turn player by deciding that they will not activate any effects, the non turn player is allowed to activate a spell speed 2 or higher effect.

Example 2:
The turn player successfully summons a Caius, the Dark Monarch. Caius' effect activates and a target is chosen. Priority is immediately passed to the opponent.

Example 3:
The turn player successfully summons a Snipe Hunter while the opponent controls a Black Garden. The turn player cannot activate any ignition effects with priority because Black Garden is already chain link 1. The turn player can still respond with spell speed 2 or higher effects with priority.

Example 4:
The turn player successfully summons an Exiled Force while they control a Cyber Valley. The turn player can activate either one of those monsters ignition effect with priority.

Example 5: The turn player successfully summons Elemental Hero Stratos while they control Exiled Force. The turn player must decide if they are going to use any of Stratos' optional trigger effects. If the turn player decides to do so, priority is immediately passed to the opponent. If the turn player decides not to, they will retain priority to activate the ignition effect of a monster, or a spell speed 2 or higher effect.

Example 6: The turn player successfully summons Elemental Hero Stratos while their opponent controls Black Garden. The turn player must decide if they are going to use any of Stratos' optional trigger effects. If they decide to, the effects of Stratos will form a chain with Black Garden that will look like:

Link 1: Black Garden
Link 2: Elemental Hero Stratos

This is not a manual chaining of Spell speed 1 effects.

If the turn player chooses not to activate the effect of Stratos, they will retain priority to activate a spell speed 2 or higher effect as chain link 2.


Example 7: The turn player successfully summons Breaker. Breaker's effect to gain a counter activates. Priority is immediately passed to the opponent. Note that breaker cannot activate his "break" effect since he will not have a counter on him till his effect resolves, and you cannot chain his effects to anything.

If any part of this is incorrect, or incomplete, please let me know so any misinformation can be corrected.

Special Thanks to KalaniJasmine who first undertook the majority of this project on the former UD forums, those will proofread and correct any mistakes in this, and the many nameless who have shared this knowledge with us in the past.

and remember, Monsters never have priority, only the players do!

Enjoy^^
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Last edited by SCtheOnly : 10-30-2012 at 09:56 PM.
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Old 04-28-2009, 12:24 AM   #7
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Default Unofficial Guide to Skill Drain and Friends

New day, new guide. Although I'm certain all of us of the judging community love answering your questions, it admittedly gets frustrating explaining (and arguing) the same point every time the thread gets past the 1st page. Especially with the Top deck of the latest SJC maining Skill Drain, i can just imagine how many more people will be interested in the card.

I'm going to explain the different types of effect negators in the game, because although they seem very similar, they all work differently from each other. I was even unaware of the difference between "Debris Dragon" and "Gladiator Beast Darius" until recently. So to help everyone out, here is yet another guide.

Firstly, before I can explain how these cards work, we all need to understand one very essential concept.

Effects activate and resolve in the same place. The physical monster card does not have anything to do with where the effect resolves.

Example 1: Honest is sent to the graveyard during the damage step. It's effect activates in the hand. It resolves in the hand.

Example 2: Exiled Force is tributed to activate its effect. It's effect activates on the field. It resolves on the field.

Example 3: Destiny Hero Malicious is removed from the graveyard to activate its effect. It activates in the graveyard, and resolves in the graveyard.

Example 4: Gladiator Beast Gyzarus attacks and then returns to the extra deck to activate its effect. It activates on the field, and resolves on the field.

See the pattern?

Now that we understand this concept, I am going to divide the different common effect negators into groups.

1) Skill Drain/ Plasma: These two cards work exactly alike in their negation effect, except that Plasma only affects your opponent. Anything that applies to Skill Drain, applies to plasma negation wise.

2) Shadow/Light Imprisoning Mirror: The mirrors work differently from Skill Drain. The mirrors work exactly like each other though.

3) Gladiator Beast Darius: Works similar to Debris Dragon, but there are some differences.

4) Junk Synchron/Debris Dragon: These 2 work like all the other monsters that bring a buddy but negate its effects.

5) Effect Veiler/ Forbidden Chalice: We got a nice curve ball on the way they apply their negation, but we should be fine. For now.



These are the most important. If anyone feels that i should include the Ha des family and or Angel O7(who doesn't negate anything by the way) let me know.

One other thing. None of the cards listed in the above 4 groups prevent the activation of an effect. all of these cards negate effects of cards during the resolution of the card's effect. All of the negation is also continuous; it is simply applied during the resolution of the effect.

First up we have Skill Drain. The condition for this card to negate an effect is that the monster must remain face up on the field when it's effect resolves for it to be negated. Continuous effects of monsters will also be negated. Skill Drain does not negate maintenance costs, nor does it negate conditions placed on monsters or tokens (eg. Debris Dragon, scapegoat)

Example 1: Exiled Force is on the field along with an activate Skill Drain. Since Skill Drain does not prevent effects from being activated, you can activate Exiled Force's effect tributing himself as a cost, and targetting a monster on the field. When the effect resolves, exiled is no longer face up on the field, so it's effect is not negated.

Example 2: Snipe Hunter is on the field. His effect is activated: a card is discarded and a target is picked. Skill Drain is chained.
Nothing else is added to the chain. Skill Drain resolves, and applies its negation effect. Snipe Hunter's effect is now negated.

Example 3: Snipe Hunter is on the field. His effect is activated: a card is discarded and a target is picked. Skill Drain is chained. Book of Moon is then chained targetting Snipe Hunter. Nothing else is added to the chain. Book of Moon resolves flipping snipe face down. Skill Drain resolves and applies its negation effect. Snipe Hunter resolves and a die is rolled. Since snipe is no longer face up on the field, Skill Drain cannot negate its effect.

Example 4: a Monarch is summoned and its effect is activated. Skill Drain is already face up on the field. Bottomless Trap Hole is chained. Nothing else is chained. Bottomless removes the monarch, then the since the monarch is no longer face up on the field, their effect resolves normally.

Example 5: Skill Drain is face up on the field. Player A attacks player B's face down monster with Beast King Barbaros. Its a Spirit Reaper. Spirit Reaper is destroyed as a result of battle.

Example 6: Cyber Valley: - When this card is selected as an attack target by an opponent's monster, you can remove this card from play to draw 1 card and end the Battle Phase.
(Activates on the field with the monster being sent off the field as a cost. The monster will be off the field before the resolution)

- You can remove from play this card and 1 face-up monster you control, and draw 2 cards.
(Activates on the field, with nothing being moved until the effect begins resolving.)

- You can remove from play this card and 1 card from your hand, and place 1 card from your Graveyard on top of your Deck.
(Activates on the field, with nothing being moved until the effect begins resolving.)
(Special thanks to The Vision)

It doesn't matter if Skill Drain was chained to the activation of the effect in any of those scenarios. (except in example 5 since Skill Drain cannot be activated during the damage step). To keep it simple, I just had it face up on the field.

Now here is a very fun example:

Example 7: Player A controls a six samurai kamon, and a six samurai irou. Player B controls a Face down monster and a face up Skill Drain. Player A activates Kamon's effect targetting Skill Drain, and then chains "Cunning of the Six samurai". No cards are added to the chain. Cunning resolves, and Player A brings the same Kamon that he sent to the graveyard as a cost for cunning back to the field. Kamon's effect then resolves normally.

Some important additional info: Skill Drain will negate the effects of flip effect monster that are flipped up during the damage step because when flip effects activate, the monsters are still considered to be on the field. (substep 6). It will also negate the effect of DD warrior/lady/assailant (substep 6) because they are face up when their effects activate. Crystal beasts will not have their crystallization effects applied because they are face up when they would be applied, even during the damage step( more substep 6). If the monster activates it's effect during substep 7 and was destroyed by battle (all searchers, LJM, Sangan, etc.) it's effect will not be negated. If LJM is not destroyed by battle while Skill Drain is on the field, its effect is not applied. Skill Drain will uniquely negate all the continuous effects of Gemini monsters, and leave them as "effect monsters with their effects being negated" while they are face up on the field.

That's it for Skill Drain. Now I'll move onto the imprisoning mirrors.

The condition of the imprisoning mirrors is that the monster must activate its effect on the field or in the graveyard and must be the correct type (light/dark) for its effect to be negated when its effect resolves. Unlike Skill Drain, the mirrors do not negate continuous effects.

Example 1: Zaborg the Thunder Monarch is tribute summoned, and its effect activates. L-IM is chained. Nothing is added to the chain. L-IM applies its negation effect. Zaborg's effect is negated.

Example 2: Same scenario as Example 1, only this time, Book of Moon is chained to L-IM, targetting Zaborg. Zaborg will be flipped face down. L-IM will apply its negation effect. Zaborg's effect will be negated.

Example 3: Necro Gardna is in the graveyard. Necro Gardna's effect is activated. S-IM is chained. S-IM resolves and applied its negation effect. Necro Gardna's effect activated in the graveyard, and it is still a dark monster so it's effect will be negated.

Example 4: GB Gyzarus is on the field. His tag out effect is activated. S-IM is chained. S-IM negation effect is applied. GB Gyzarus' effect is negated, and no monsters are special summoned from the deck.

Example 5: Both S-IM and DNA Transplant(dark) are face up on the field. Volcanic Rocket is summoned. It's effect activates. Since it is a dark monster, it's effect is negated by S-IM.

Example 6: Both S-IM and DNA Transplant(dark) are on the field. Volcanic Rocket is summoned. It's effect activates. Torrential Tribute is chained. Torrential resolves first wiping the field of monsters. Volcanic Rocket's effect resolves as usual because it is a (fire) monster.

Example 7: S-IM is face up on the field. Jinzo is summoned. S-IM is negated by Jinzo's continuous effect.

Example 8: S-IM is face up on the field. a defense position Spirit Reaper is attacked. Spirit Reaper's continuous effect protect it from destruction by battle. During main phase 2, Enemy Controller is played targetting Spirit Reaper. After Enemy Controller resolves, Spirit Reaper is immediately destroyed by its continuous effect.

Example 9: L-IM is face up on the field. During the damage step, one player discards honest for its attack boosting effect. L-IM will not negate honest because honest activates, and resolves in the hand.


Now to Darius. They are going to require a little more explanation. Firstly, Darius' effect continuously targets the Special Summoned GB.
The condition for his negation is that as long as he remains face up on the field with the Special Summoned GB:
- The Continuous Effect(s) of the GB that he Special Summoned is negated. (Laquiri does not gain 300 ATK.)
- Any effects that the monster may have that activate on the field are negated. (Secutor's Special Summoning 2 GBs, Samnite adding a GB to hand will be negated, all GB tag outs, etc. will be negated.)
- Any effects that activate off the field will not be negated. (Subject to be updated: There currently doesn't exist any GB eff of this nature).
If the GB that Darius Special Summoned is flipped face down, it will no longer have its effects negated. If Darius is flipped face down, the monster's effects will not be negated.

If Darius is not face-up on the field when his effect resolves (e.g. Mirror of Oaths is Chained to his effect), the targeted GB monster is still Special Summoned and its effects are not negated.



Now we have Junk Synchron and Debris Dragon. This might also take a wall of text.
The condition for their negation is the same as darius with the exception that Debris Dragon/Junk Synchron does not need to remain face up on the field. Unlike darius, they do not target the monster it special summons after it special summons the monster. So whether or not debris/ Junk Synchron remains face up will never affect the monster being negated. If the monster has an effect that activates on the field, it will be negated. If the monster has an effect that activates else where, it will not be stopped.


Example 1: Rulings from Junk Synchron:

• If you Special Summon "Nimble Momonga", its effect will activate when it is destroyed by battle and sent to the Graveyard. If you Special Summon "D.D. Scout Plane", its effect will activate when it is removed from play.

Example 2: Rulings from Junk Synchron:

• If you Special Summon "Hand of Nepthys" with "Junk Synchron's" effect, when you activate "Hand of Nephthys'" effect it will be negated, even if you Tribute "Junk Synchron" to activate the effect.


And finally we have Fobidden Chalice and Effect Veiler. Both of these cards are similar in the application of their negation as Junk Synchron/ debris. Neither of them special summon anything, but its negation effect is similar to Junk Synchron/ Debris Dragon. it will negate the continuous effects of monsters it affects, and any effects that activate on the field, regardless of whether the monster remains on the field or not.

If the monster is flipped face down before its effect resolves, even if veiler/chalice has resolved, its effects will NOT be negated.

And this will conclude this guide. As always, thanks for the support of those who encourage me to write these from time to time, special thanks to those who will be correcting this for errors (if any), and giving suggestions (if any). Special thanks to those who have made the knowledge available to us in the past, and hopefully this will help whoever is reading this, since it took me a long part of this evening to type out.

Enjoy^^
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Old 05-06-2009, 09:07 PM   #8
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Default Negating A Summon

Summoning Conditions
There are two very popular types of Summoning Conditions that a monster can have: Nomi and Special Summon Only. Both may only be Special Summoned from the Hand unless otherwise specified on the card.
Quote:
Originally Posted by Nomi
This card cannot be Special Summoned except by...
Nomi - A card with the above text may never be Special Summoned by any other means except by the Summoning Condition printed on its text.
Quote:
Originally Posted by Special Summon Only
This card can only be Special Summoned by...
Special Summon Only - A card with the above text may be Special Summoned from the Graveyard or Removed From Play Pile if it is sent there from the Field.

Negating a Summon
When a monster is being Summoned, effects that negate Summons can open the Summon Negation window. This is the proper time to negate a summon. Once the window is opened, any effects may continue the chain.
Quote:
Originally Posted by Example of a Summon that can be negated
Your opponent is Special Summoning a Cyber Dragon using its Summoning Condition. You activate Thunder King Rai-Oh's effect to negate the Summon.
However, you can never manually activate an Effect during the Resolution of another Effect.
Quote:
Originally Posted by Example of a Summon that cannot be negated
The Effect of Monster Reborn is resolving and Special Summoning a monster. Thunder King Rai-Oh cannot be activated.
It is for this reason that you can never negate a Summon during the Resolution of another effect.
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Old 06-28-2009, 09:07 PM   #9
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Default

Something to make the cannot/can only rule easier to understand:

The wording on these cards is almost exactly a translation of the japanese text, ALMOST being the operative word. You see, the wording on the 'cannot' monsters (nomi) is the same as it is in japan, but the 'can only' monsters had a word removed from their text - 'initially'. It was originally 'This monster can only be initially Special Summoned by...', indicating that once it had been brought out through it's inherent special summon, it could be summoned again through other card effects.

Hope this helps.
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Old 07-30-2009, 07:00 AM   #10
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Default Costs and "Part of effects"

Hello Pojo.

Many people have been asking this for quite some time, so I made this post.

What's the difference between "Costs" and "Part of a card's effect"?

First of all, costs are activation requirements in which you must be able to fulfill in order for the card's activation.
Example 1: Activating Brain Control when you have 500 Life Points left. Since paying 800 Life Points is a cost, and you are well aware that you cannot pay the cost at that time, you cannot activate Brain Control at all.

Example 2: Activating Charge of the Light Brigade (CotLB) while Dimensional Fissure is in play. CotLB has an activation cost that requires you to send the top 3 cards of your Deck to the Graveyard. With Dimensional Fissure in play, it removes from play all monster cards that would be sent to the Graveyard. But, seeing how the game state has no way of determining whether the 3 cards are monsters or not, the player with CotLB cannot activate it at all since it is doubtful whether the 3 cards would be sent to the Graveyard or not.

Now, having said that, costs are required for the card's activation. Even if the activation and/or the effect of the card was negated, the cost cannot be negated as it is not part of the effect: it is only for the purpose of the card's activation, it has no assurance whatsoever that its effect will resolve properly or not.

Now, we can get confused whether an action is part of the card's effect, or is a card's cost.

Example 1: Activating Cyber Valley's 2nd and 3rd effect. Notice the words
Quote:
● When this card is selected as an attack target by an opponent's monster you can remove this card from play to draw 1 card and end the Battle Phase.
● You can remove from play this card and 1 face-up monster you control and draw 2 cards.
● You can remove from play this card and 1 card from your hand, and place 1 card from your Graveyard on top of your Deck.
Note how the word "to" is used in Cyber Valley's 1st effect. This means that removing Cyber Valley from play is an activation cost, whereas note the word "and" was used in its 2nd and 3rd effect. This means that the actions "You can remove from play this card and 1 face-up monster you control" and "You can remove from play this card and 1 card from your hand" are done at resolution of Cyber Valley's effect, in which case, it is not a cost. This means that if any effect is chained that removes 1 monster that the controller of Cyber Valley targeted/ removes cards from the controller's hand until he has no cards in hand to remove from play, the entire chosen effect (2nd or 3rd) will resolve without effect (sorry for the repetitive usage of the word effect).

Example 2: Activating Blackwing - Vayu the Emblem of Honor's effect.
Quote:
While this card is face-up on the field, this card cannot be used as Synchro Material. If this card is in your Graveyard, you can remove from play this card and 1 other "Blackwing" non-Tuner monster in your Graveyard, and Special Summon 1 "Blackwing " Synchro Monster with an identical Level from your Extra Deck. The effect(s) of the Special Summoned monster by this effect is negated.
Take note of the italicized text. Again, the word "and" was used in his card text, and it targets one other Blackwing monster in your Graveyard. To be clear, costs do not target. So, removing from play Vayu and one other Blackwing is part of the effect - if its effect was negated by Divine Wrath, no monsters get removed from play, no monster will be Special Summoned (Although this doesn't prevent you from activating its effect again).

Well that's all I have for now, hope this helps!
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Thanks Shinichi! Case closed ^__^;
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Old 08-25-2009, 11:03 AM   #11
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XX-Sabers are X-Sabers.

XX-Saber.

It's as simple as that.
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Old 09-20-2009, 03:41 AM   #12
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Default Royal Oppression vs. Vayu

1 - Can I use Royal Oppression to negate Vayu's effect?

Yes you may. But keep in mind that removing Vayu and 1 other Blackwing monster is not a cost, so if Vayu's effect is negated by Royal Oppression, its effect is negated, but they remain in the Graveyard.


2 - Can I use Royal Oppression to negate the Blackwing Synchro monster Special Summoned by Vayu?

No you can't. This is because you cannot activate an effect during the resolution of another effect. You must use Royal Oppression during the time when Vayu's effect was activated (see number 1).


3 - Can I use Thunder King Rai-Oh to negate the Blackwing Synchro monster Special Summoned by Vayu?

No you can't. Similar to number 2: you cannot activate an effect during the resolution of another effect, since the Blackwing Synchro monster brought out by Vayu's effect is not Special Summoned through an inherent Special Summon effect.


4 - What happens when Vayu or the other Blackwing monster it targets is removed from the Graveyard after the activation of Vayu's effect?

Vayu will resolve without effect, since it needs the Levels of both Blackwing monsters to bring out the Synchro monster with a Level equal to the combined Level stars.

5 - Can I use Solemn Judgment/Horn of Heaven/Black Horn of Heaven against the Synchro monster Special Summoned by Vayu?

Similar to Thunder King Rai-Oh: it's not an inherent Special Summon, so no.
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Quote:
Originally Posted by Dark Black View Post
That's the one, and the truth and it prevails
Quote:
Originally Posted by PkMn Trainer View Post
Thanks Shinichi! Case closed ^__^;
Quote:
Originally Posted by Calvo819 View Post
Mr. Kudou, you are officially AWSUM SAWCE
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Old 11-18-2009, 02:59 AM   #13
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As posted by Nicker Ridders from here: http://www.pojo.biz/board/showthread.php?t=776599

Quote:
Originally Posted by Light XIII View Post
So are we in the TCG now aloud to side deck sychros?

According to Jeff Jones side deck on the top 16 deck lists, he has Thought Ruler Archfiend listed.
Quote:
Originally Posted by KevinTewart View Post
The answer to this is in the Warriors' Strike Structure Deck rulebook.
Quote:
Originally Posted by PsychicKid View Post
Huh. He's right. Page 2 says: "After each Duel in a Match, you can swap any card from your Side Deck with a card from your Deck and/or Extra Deck to customize your strategy against your opponent."
Quote:
Originally Posted by KevinTewart View Post
GOLD STAR for PsychicKid.
You can now put Fusion/Synchro monsters in your Side Deck.
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That's the one, and the truth and it prevails
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Thanks Shinichi! Case closed ^__^;
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Old 12-12-2009, 01:57 PM   #14
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Default Can Stardust Dragon negate the effect of Ally of Justice Catastor?

The question "Can Stardust negate Catastor?" has been appearing all too often lately, and for what reason I can't comprehend.

First, I'm going to emphasize that people look at the breakdown of the battle phase:
http://www.pojo.biz/board/showpost.p...18&postcount=5

Then I'm going to emphasize that Stardust Dragon is a monster with an effect that negates activations. It can be activated during the damage step because of this.

Ally of Justice Catastor has an effect that activates at the start of the damage step. This effect destroys a monster it battles when that monster has an attribute other than DARK.

Ergo, Stardust Dragon can use its effect to negate and destroy Ally of Justice Catastor when Catastor's effect activates. Simple as that.

Now stop asking.
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Old 01-24-2010, 12:34 AM   #15
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Default Taking notes

... are no longer allowed in all sanctioned events. This includes, but is not limited to, taking notes on the opponent's cards that may be known [due to cards such as Trap Dustshoot], or cards that may be used (such as keeping track of used Mirror Force, Torrential Tribute, etc.).

On the other hand, taking notes on Life Points / where and/or when you took damage to your Life Points are allowed (For example, you take 3000 damage from a direct attack from a Blue-Eyes White Dragon; you may write down "-3000 (BEWD)" or something along those lines), nothing more than that.

Also, all notes on Life Points during a match should be disposed of after said match.

Quote:
Originally Posted by NeXusFrank88 View Post
Policy documents will be up on the official website soon. Expect to see this on there. This policy is to be enforced during Regionals as well.
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Well I talked to Franklin about this Policy Friday night before the Jump because I was informed by Julia that note taking was not allowed previously.

KOA wanted to keep note taking but KOJ disallowed it. He gave me alot of details that I can not pass along but the reason lies within KOJ there the reason we can not have players taking notes anymore.
Thought I'd put this in here after seeing a thread on it, to stop people from asking anymore in the future.
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Old 01-28-2010, 01:51 PM   #16
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Also, if you’ve been wondering where to send your questions about the rules, us-ygorules is the new place to do it. Whether you’ve thought of a sweet new combo and want to make sure it works, or if you’re just confused on what a card’s effect does, us-ygorules is the place to ask! (For general questions about the Yu-Gi-Oh! TRADING CARD GAME in North America, please continue to use us-cardsupport@konami.com.)
The new e-mail address to pester Konami about ruling questions is "us-ygorules@konami.com".
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Old 10-03-2010, 09:53 PM   #17
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There is nothing on Pseudo-Flip effect monsters in this sticky and I see many questions relating to them. You should add this in:

Quote:
Pseudo-Flip Effects are similar to Flip Effects, however, they just state they are activated when the card is "flipped face-up", therefore they wouldn't be negated by card effects that negate Flip effects (like "Ceasefire", "The Spell Absorbing Life", or "Evil Hero Dark Gaia") for example.
This is only a recommendation and I would suggest putting it right under flip effect monsters.

EDIT: Especially because this line confuses some of the new users.

Quote:
Flip Effects are identified by "FLIP:" in front of the effect in the
card text.
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Old 10-09-2010, 08:57 PM   #18
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Quote:
Originally Posted by Sobia6464 View Post
There is nothing on Pseudo-Flip effect monsters in this sticky and I see many questions relating to them. You should add this in:



This is only a recommendation and I would suggest putting it right under flip effect monsters.

EDIT: Especially because this line confuses some of the new users.
There's no such thing as "pseudo-Flip Effect Monsters." The ones you mentioned simply have Trigger Effects, with their respective triggers being the act of getting flipped face-up. The entry for Trigger Effects covers this in sufficient detail.
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Old 10-16-2010, 08:24 PM   #19
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Question about Manju of the Ten Thousand Hands and Book of Moon, I had a situation at my friend's house and I was dueling his friend, which I never played against, but I normal summoned Manju and he booked it, but I thought I would still use it's effect regardless of his position cause the condition of it's effect was met. And since Book of mooned didn't "negate" the summon, I thought I could still search but couldn't get an answer from anyone so I just let it slide. So question is, if my manju is booked face down, do i still get his search effect? And if it does "negate" my search why?
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Old 10-16-2010, 09:07 PM   #20
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Quote:
Originally Posted by Siowmotion View Post
Question about Manju of the Ten Thousand Hands and Book of Moon, I had a situation at my friend's house and I was dueling his friend, which I never played against, but I normal summoned Manju and he booked it, but I thought I would still use it's effect regardless of his position cause the condition of it's effect was met. And since Book of mooned didn't "negate" the summon, I thought I could still search but couldn't get an answer from anyone so I just let it slide. So question is, if my manju is booked face down, do i still get his search effect? And if it does "negate" my search why?
You were correct. Like most monsters, Manju of the Ten Thousand Hands does not need to remain face-up in order for its effect to resolve. So the chain in question would resolve with Book of Moon Setting Manju, and then Manju searching out a Ritual Monster/Ritual Spell.

Now, for future reference, this thread is not for asking normal ruling questions. That's what this entire forum is for. So in the interest of not cluttering up this incredibly important Sticky, please post all further questions of this sort in their own threads.

Hope this helps!
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Quote:
Originally Posted by Paul Wellstone
Politics is not about power.
Politics is not about money.
Politics is not about winning for the sake of winning.
Politics is about the improvement of people's lives.
Quote:
Originally Posted by Barack Obama
There is not a liberal America and a conservative America —
There is the United States of America.
* My 5D's FanFiction: My Dark King

* TV Tropes Page: Fanfic/MyDarkKing
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Old 11-22-2010, 09:30 PM   #21
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Updated for post Number 1:

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Old 01-03-2011, 06:23 PM   #22
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Default Missing the Timing

Let's face it, in YuGiOh! it's all about effects, effects, effects! The cards with best effects, the cards with the most applicable effects, and how many of these effects can you activate effectively and, ideally, consecutively.

However, many a players can contest, from experience, that you can't reap all the benefits of your card effects in certain scenarios; an unfortunate event called "Missing the Timing". Many cards in YuGiOh! have effects that trigger in response to certain thing happening in the game (a trigger), that, in turn, allows you to choose to activate an effect. This mechanic (having an effect that occurs at a certain time, followed by a choice of activating an effect) is the core of having to "Miss the Timing": when the trigger to an optional trigger effect activates at the "improper" time.

Please note, though, that you can only "Miss the Timing" in SPECIFIC SCENARIOS!!!
1. Only cards with the text "When…, you can…." (such as Peten the Dark Clown) can "Miss the Timing"!
2. When the "When…" part of an optional trigger effect ("When...,you can..."), is NOT the last thing to happen in a chain.
Similar cards with the text "If…, you can…" (Watapon), "When…, …"(Sangan), "After...,you can..." (Voltanis the Adjudicator) do not "Miss the timing".
(In each example above, the first ellipsis is the trigger, and the second ellipsis is the effect to activate)


So, what is the reasoning behind "Missing the Timing"?
Truthfully, "Missing the Timing" was created to prevent certain effects from activating at unintended times. For example, if you wanted to tribute summon a monster, and the monster you are tributing for the summon has an optional trigger effect that states "When this card leaves the field, you can…", you would miss the timing for that optional trigger effect. This is because though you have reached the trigger for the optional trigger effect (the card left the field), you intended, so to speak, for the summon primarily. Think of a man trying to bike to the grocery store (trying to reach the "When…" portion of a "When.., you can…" part of an optional trigger effect), but having to go over a hill (a chain of effects) to do so. Now the hill can be of variable size (you can place as many chain links as you wish), but regardless of size, the man goes about biking past this hill the same way. He has no time to stop to go to a grocery store when he is peddling up the hill, nor stop while he is cursing down the hill. Likewise, you cannot fulfill the "You can…" part of an optional trigger effect, even if you meet the requirements, when you are building up a chain (such as for a tribute or cost), or when you are in the middle of resolving a chain (when there are more effects to resolve). Thus, the only time you can get the effect of an optional trigger effect is when it is the last thing to happen. Going back to the analogy, the man can only go to the grocery store if it is at the base of the hill.

If you want to gain the effect of an optional trigger effect (to not "Miss the Timing"), you must ensure that your original intention was, ultimately, to reach the trigger (the "When…" part of the effect) of the optional trigger effect.
Now, lets look at a basic chain:

Chain link one: "Mystical Space Typhoon" is activated to destroy a facedown card.
Chain link two: "Offerings to the Doomed" is activated.
Chain link three: "Poison of the Old Man" is activated.
When resolving backwards:
Chain link three: "Poison of the Old Man" resolves.
Chain link two: "Peten the Dark Clown" is destroyed for "Offerings to the Doomed"
The optional trigger effect of "Peten the Dark Clown" tries to activate, but "Misses the Timing".
Chain link one: "Mystical Space Typhoon" destroys a trap card on the field.

In this chain, the effect of "Peten the Dark Clown" is trying to "shove itself" into the middle of an already resolving chain, which causes it to "Miss the Timing".
Let's look instead at an instance where "Mystical Space Typhoon" is removed from the chain:

Chain link one: "Offerings to the Doomed" is activated.
Chain link two: "Poison of the Old Man" is activated.
When resolving backwards:
Chain link two: The heal effect is chosen for "Poison of the Old Man"
Chain link one: "Peten the Dark Clown" is destroyed for "Offerings to the Doomed"
The optional trigger effect of "Peten the Dark Clown" tries to activate, and, since its trigger (the "When…" part of the "When…, you can…" effect) is the last thing to happen, you DO NOT "Miss the Timing".

Generally, you can recognize if you are going to miss the timing by asking yourself these questions.
1. Does the card in question have the text "When…, you can…"?
2. Is the trigger for the optional trigger effect not the last thing to happen?
If you answered no to both of these questions, you WILL NOT MISS THE TIMING!!!

Yes, it is as simple as that. "Missing the Timing" only occurs when exactly those two things happen.
So stop misusing the phrase when you don't understand how a card or chain works...
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