Needless to say, times have changed. The standard rules of Yu-Gi-Oh are familiar to anyone playing the game with a rulebook at their side. You start by drawing five cards. Scraps are known for missing their timing if your opponent tickles your strategy, but nothing is more satisfying than beating an arrogant enemy with a pile of forgotten refuse. Also consider the infamous Bottomless Traphole, which banishes a monster after destroying it.
Since banishing is the last thing to happen, not the destruction, our Insect-support monster would miss its timing. The writer gave you a quick summary of Priority's transformation into Fast Effect Timing. For a more detailed description of the mechanic, for when you find yourself struggling to survive 47 meters down in a tank of rule-sharks, click here.
Look what they've done to poor Sangan. The monster coming to avenge his demise now becomes a bench-warmer for a turn. Oh well. Even if you no longer love him, he'll always be Tour Guide's boo. The definition of priority changed drastically since the ancient times of Yu-Gi-Oh. Fun times, right? Nowadays, Priority deals with the turn player determining the chain order of you and your opponent's effects activating simultaneously. Who said chivalry is dead, right? Anyone else still use Seven Tools of the Bandit?
No one? The writer hates to complicate even the simplest matters of our beloved pastime, but even activating a card effect doesn't "just happen. The second issue, the less obvious one, is sometimes a card may not activate and resolve in the same place. This is how monster cards still get their effects beyond effect negation. Smart players can even use this mechanic to dodge effect negation by changing where their effect resolves.
That's the sound of your life points burning on the chain. One of the easiest concepts to learn in the game, chains determine the order in which effects resolve when a player plays one card effect to immediately respond to another. You determine which card effect applies first by resolving the cards in the reverse order in which they were played. Consider the following scenario: Your opponent plays Mystical Space Typhoon to destroy a facedown Breakthrough Skill, but you activate that Breakthrough Skill to negate the effects of a Hot Red Dragon Archfiend Abyss, only for it to activate its effect on your Breakthrough Skill.
Also, Summoning a monster, unless it's summoned by a card effect, does not start a chain , nor does attacking. Understanding how chains resolve seems simple enough, but not all cards were crafted equal in Yu-Gi-Oh. The first thing to know about spell speed is that it is not a concept exclusive to Spell cards confusingly ; it influences Monsters, Traps, and Spells.
Trigger effects in Yu-Gi-Oh represent another concept duelists lack knowledge of, especially when it comes to missing the timing. The three primary culprits of this confusion are these three phrases:. The player has no choice but to activate the effect when the condition is met.
Knowing the benefits and repercussions of these three trigger effects can mean the difference between gaining advantage guaranteeing you victory, or a bad decision leading to defeat. A mechanic always existing in Yu-Gi-Oh yet only abused in its modern iterations, quick effects are the beloved Trap card version of Monster effects. Therefore, a card like Apex Avian can negate a card effect only once per chain, because it can use itself as fodder to negate a card effect.
On the other hand, Herald of Perfection lacks such a limitation, since it can't banish itself to the great beyond to halt your progress. That's all right, you annoying, solitaire playing, every-turn-field-destroying, forest-animal-smooching priests. You'll run out of cards in your hand eventually A good question: If a tree falls in a forest and no one is around to hear it, does it make a sound?
For our given article, an even better question: If you activate Solemn Strike and someone negates the activation with the Counter Counter Trap, do you still pay life points? The answer to the second question is always yes. Cost is something that must be paid for you to activate a card, so even if the activation or effect is negated, you still have to pay the cost.
The following table lists common phrases used for cards with costs and cards without costs that appear like they do. Both players discard their hands and draw five cards from the deck The "and" conjoining the statements indicates the 1st is not a cost. Return 1 faceup monster you control to the hand to The last "to" before the effect. Try targeting a Kozmo Dark Destroyer, and your opponent will hump his shoulders then begin badly humming Duel of The Fates.
This is why understanding what effects target is important. In the current game, many monsters exist that cannot be targeted by card effects, rendering them immune to any effect that targets. Just as in determining what is a cost, the key lies in the phrasing of the text.
Just to make you scratch a spot in your cranium, a myriad of phrases exists to determine cards not targeting. To understand the greater intricacies of the Damage Step for when, you know, those times you'll go snorkeling with those rule sharks click here.
Damage Calculation, the part of the battle phase when damage is determined by opposing monsters clashing, but before their destruction, is an aspect of the game only a few cards influence.
Usually, if a card can be activated during damage calculation, it will say it can, like with Honest. Unfortunately, not all cards indicate whether it can be activated during damage calculation. Cards that can be activated during the damage calculation either:. So letz say an effect states that if your oponent controls exactly three cards: does that affect the field and the hand or does it affect just the hand or just the field.
Hello and thank you for the useful post, that's true, we played a lot in the past without knowing any of these rules! I have a question though. Player B cannot now try to negate the Summon. These monsters are being Special Summoned via an effect. If halving your Life Points results in a fraction, your Life Points are rounded up. In which case the Normal Summon failed and the effect of the monster is not applied.
Fire Sorcerer : Removing 2 cards from your hand is part of the resolution of this card's Flip Effect , not part of the cost. So if its Flip Summon is negated by " Solemn Judgment " you do not remove any cards from your hand. Granadora : When " Granadora's " Summon is negated and it is destroyed , by " Solemn Judgment " or " Horn of Heaven ", the owner of " Granadora " takes the damage. Lady Assailant of Flames : Removing 3 cards from the top of your Deck is part of the resolution of this card's Flip Effect , not part of the cost.
So if its Flip Summon is negated by " Solemn Judgment " you do not remove any cards from the top of your Deck. Minar : If the summoning of " Minar " is negated by " Solemn Judgment ", etc.
Royal Oppression : There are basically 2 ways to Special Summon a monster. The second way is built in to the monster , and Special Summons it without activating an effect, such as " Black Luster Soldier - Envoy of the Beginning " or " Dark Necrofear ".
In the first case, you chain the activation of " Royal Oppression's " effect to the activation of the Spell , Trap , or Monster Card's effect, and negate the effect. That lets you use Scolding next, but it's a risky move. If your opponent happens to have Twin Twisters your setup's completely ruined. Honestly, I think the ideal starting field for Draco Pals with those three aforementioned cards backed with a Dinoster Power, the Mighty Dracoslayer.
That's an incredibly threatening opening, and basically wins the game right there unless your opponent has a very specific hand. Anyway, what makes Scolding so powerful despite its restrictions is that it says "no" to more things than even the original Solemn Judgment. Outside of Draco Pals it's possible to play Solemn Scolding in decks that wouldn't play any other traps, and where you want to protect your set-ups.
It's not the norm, but it's not unheard of, either. Solemn Scolding's the least likely trap you'll run into, but when it goes off it tends to win the game, partly because nobody sees it coming. I think its restrictions are too high for it to ever see overwhelming mainstream success, but it should definitely be on your radar.
Generally speaking though, it's important to carefully plan out your moves to play around all three of these Counter Traps, and to really think about preemptively using Twin Twisters before you make any plays. What do you think about Counter Traps, and how are you playing around them? Let me know in the comments! Doug Zeeff hails from Michigan and is currently an English major in college.
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