Beucefilous
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Beucefilous

Kingdom Keeper, No, from Yes

I'm gonna make my own status. Without any blackjack or hookers. Apr 30, 2018

Beucefilous was last seen:
Jan 26, 2025 at 12:40 PM
    1. Terra254
      Terra254
      Indeed~
      Masturbation and sex~
      If only drugs.
    2. Terra254
      Terra254
      Droid made it for me~
      Sorry About yesterday,I had probably already got off,Just didn't log out.
      Check the spam zone.
      There is sex there~
    3. Lauriam
      Lauriam
      lol, um, who's Cher? Sorry, I'm kind of blonde sometimes. XP
    4. Ventus PSP Aqua
      Ventus PSP Aqua
      That would be weird lol
    5. Ventus PSP Aqua
      Ventus PSP Aqua
      Laying in bed lol
    6. Ventus PSP Aqua
      Ventus PSP Aqua
      So what's up now?
    7. Ventus PSP Aqua
      Ventus PSP Aqua
      Lol I would be regretting it
    8. Ventus PSP Aqua
      Ventus PSP Aqua
      Or else I would of married someone else lol
    9. Fearless
      Fearless
      Yes, I understand. It's been a while since I've played on KHV, and even longer since I've made a custom card deck, but I'll help out if you need it c:
    10. Ventus PSP Aqua
      Ventus PSP Aqua
      Well it should say if your bf not any guy lol
    11. Fearless
      Fearless
      Guess who has two thumbs and extensive knowledge of both Final Fantasy and Yu-Gi-Oh?
      This guuuuuuuuuuuuuuuuuuy. Girl. Whatever.
    12. Ventus PSP Aqua
    13. Hitokiri Shinigami Shinta
      Hitokiri Shinigami Shinta
      Next to nothing sadly. But I would like to give those games a try. They look really fun.

      Anyway, I have more to teach you:

      Your next lesson is Priority:

      Priority can be defined as "A player's 'right' to be able to activate his/her effect, ensuring its spot on Chain Link 1. Priority does not allow players to automatically activate and resolve effects without a chain; it simply assures a card's activation (not resolution), and guarantees a place on Chain Link 1. How the chain resolves is up to the players.

      Priority tells you who can activate an effect at any certain point in the game. Note that cards never have priority'; it is the players who have priority. The Turn Player always starts with priority.

      Example 1:

      Player 1 has a face-up "D.D. Warrior Lady". He Sets a "Bottomless Trap Hole" and ends his turn.

      Player 2 Special Summons "Chaos Sorcerer".

      Player 2, now being the turn player, says he wishes to retain his priority to activate the effect of "Chaos Sorcerer". "Chaos Sorcerer"'s Ignition Effect then activates, targeting "D.D. Warrior Lady". "Chaos Sorcerer"'s effect is now Chain Link 1. Player 1 then activates his "Bottomless Trap Hole", since the Special Summon of "Chaos Sorcerer" was the last action to have resolved on the field. "Bottomless Trap Hole" is now Chain Link 2.

      The chain now resolves in reverse:

      * Chain Link 2: "Bottomless Trap Hole" resolves. "Chaos Sorcerer" is destroyed, and removed from play.
      * Chain Link 1: "Chaos Sorcerer's" effect resolves. "D.D. Warrior Lady" is now removed from play.

      Always remember that Monster Effects, unless they specify otherwise, can have their effects resolved without being present on the field.

      Example 2:

      Now take the same scenario, but instead of "Bottomless Trap Hole", we can use "Book of Moon" as the example.

      The resolution of this chain works as follows:

      * Chain Link 2: "Book of Moon", targeting "D.D. Warrior Lady" resolves, flipping "D.D. Warrior Lady" to face-down Defense Position.
      * Chain Link 1: "Chaos Sorcerer"'s Ignition Effect tries to resolve, but since his target is now face-down, his effect disappears, because "Chaos Sorcerer" can only remove face-up monsters from play.

      Example 3:

      Yet another example of priority can be seen in this example:

      Player 1 ends his turn with a face-up "Mystical Elf" and a set "Trap Hole".

      Player 2 Normal Summons "Exiled Force". Since "Exiled Force" has an Ignition Effect, Player B can use 'priority to activate its effect, which becomes Chain Link 1. However, the cost of "Exiled Force"'s effect is to Tribute itself. Since costs are mandatory to activate a card (not resolve the effect), the cost of "Exiled Force" is immediately carried out. "Exiled Force" is removed from the field, and Player A's "Trap Hole" will no longer have a monster to resolve its effect for.

      Passing Priority:

      One can pass priority by simply stating "I pass priority".

      Optional Trigger Monster Effects, like "Mobius the Frost Monarch", are not Ignition Effects, so their effect(s) can only be activated when the condition that triggers them was the last action to have resolved on the field.

      Priority will automatically be passed to the opponent if the Summoned monster has a Compulsory Monster Effect, like "Zaborg the Thunder Monarch".

      Priority is also automatically passed when the Turn Player declares an end to any Phase.

      Exceptions:

      Turn Priority normally cannot be ignored. However, if the opponent has a card that must be activated at a specific time, such as the Standby or Main Phase of the opponent's turn, these cards can be activated even if the Turn Player has no cards to play at that time. If the card is played during the end of the Main Phase the opponent has passed up their opportunity to play their card first. However, a replay can be demanded for any other situation if the Turn Player wishes to play a Chain Link 1. To avoid this dispute, it is etiquette to ask the Turn Player if they would like to play a card during a respective phase (as declining to play a card results in passing their Priority to the Opponent).
    14. Ventus PSP Aqua
      Ventus PSP Aqua
      So I guess the cold beats the pain
    15. Hitokiri Shinigami Shinta
      Hitokiri Shinigami Shinta
      I'll help increase your knowledge of this game a bit more with this:
      First I'll make sure you understand the basic game mechanics. We'll take this one step at a time:

      Spell Cards, Trap Cards and Effect Monster's effect's are all divided into this thing called Spell Speed which represents how fast they can activate.

      Spell Speeds come in 3 official settings:

      * Spell Speed 1
      * Spell Speed 2
      * Spell Speed 3

      Each Spell Speed can only be countered with one that is greater, or equal. The only exception to this is Spell Speed 1, which cannot be chained against each other in normal play.

      The following are all Spell Speed 1:

      * Normal/Field/Continuous/Equip & Ritual Spell Cards
      * Continuous/Ignition/Trigger & Flip Monster Effects
      * The only case in which Spell Speed 1 effects can be chained against each other, is when they activate simultaneously i.e. 2 Mystic Tomatoes attacking each other, or 2 Sangans attacking each other, with each effect activating in the Graveyard.

      Spell Speed 1 is the slowest of all the Spell Speeds, and is the only Spell Speed that cannot be countered by cards of the same Spell Speed during normal play.

      The following are all Spell Speed 2:

      * Quick-Play Spell Cards
      * Normal & Continuous Trap Cards
      * Quick Monster Effects
      * Accel Synchro Summons

      Spell Speed 2 cards can be used against Spell Speed 1 and other Spell Speed 2 cards, but not against Spell Speed 3 cards.

      Spell Speed 3 cards can be used against Spell Speed 1, Spell Speed 2, and other Spell Speed 3 cards. Spell Speed 3 cards can only be countered with other Spell Speed 3 cards.

      The only cards that are Spell Speed 3 are Counter Trap Cards.

      And now here's were things get trickier:

      Trap Cards have to be set facedown before you can use them. Spell Cards can be set or played from the hand.

      A Spell Card's type is designated by a symbol to the right of the words "Spell Card". The various Spell Card Types are:

      1, Normal Spell: No Symbol, however some media give them a capital N symbol.
      2. Continuous Spell, symbolized with an "infinity" symbol.
      3, Equip Spell, symbolized with a "plus" symbol.[IMG]
      4. Quick-Play Spell, symbolized with a lightning bolt.[IMG]
      5. Field Spell, symbolized with a compass.[IMG]
      6. Ritual Spell, symbolized with a torch symbol.[IMG]

      Normal Spell Cards are Spell Speed 1, and thus cannot be used or chained against each other. You may Set a Normal Spell Card, and activate it on the same turn, and is very useful when you Set Normal Spell Cards when using "Morphing Jar"'s effect. Normal Spell Cards can only be activated during your Main Phase 1 and Main Phase 2, with the exception of "Curse of Fiend" which can only be activated during the Standby Phase. After the Normal Spell Card's effect resolves, it is sent to the Graveyard.

      Continuous Spell Cards are Spell Speed 1 Spell Cards that stay on the field once they are activated. These are still Spell Cards and can therefore be removed by certain cards such as Harpie's Feather Duster. Spell Ruler, previously known as Magic Ruler, was the first Yugioh TCG booster that released Continuous Spell Cards.

      The effects of Continuous Spell Cards do not start a Chain.

      Equip Spell Cards are Spell Cards that often (but there are exceptions) modify the ATK and/or DEF of Monster Card on the field, and/or grant additional effects. They are universally referred to as Equip Cards, since Equip Cards can either be Equip Spell Cards, Trap Cards that are treated as Equip Cards after activation or monsters that are temporarily treated as Equip cards. When you activate an Equip Spell Card, you choose a face-up monster on the field to equip the card to, and that Equip Spell Card's card's effect applies to that monster until the card is destroyed, removed from the field or flipped face-down, at which point that Equip Spell Card is destroyed. Many Equip Spell Cards are representations of weapons or armour.

      * An example of a ATK-Boosting Equip Spell Card is "Axe of Despair".
      * An example of a DEF-Boosting Equip Spell Card is "Horn of Light".
      * Examples for Equip Spell Cards with unusual effects are "Premature Burial", "Amplifier", "Re-Fusion", "Twin Swords of Flashing Light - Tryce" and "Snatch Steal".
      * An example of an Equip Spell Card that both boosts ATK and grants the monster an additional effect is "Big Bang Shot".
      * An example of an Equip Spell Card with a negative effect is "Cursed Bill" and "Shackles of the Underworld". These cards are usually equipped to opponent's monsters.

      Cards that support Equip Spell Cards include "Release Restraint Wave", "Fairy of the Spring", "Arms Hole", "Iron Blacksmith Kotetsu", "Power Tool Dragon".

      Quick-Play Spell Cards are a type of Spell Card with a Spell Speed 2, and can be activated from your hand during any phase of your turn, as well as during your opponent's turn if they are Set to the field. Cards like "Scapegoat" and "Rush Recklessly" are examples as Quick-Play Spell Cards.

      Quick-Play Spell Cards may be activated from your hand during your turn; they cannot be activated from your hand during your opponent's turn. They cannot be activated while face-down the turn they are Set. You may chain Quick-Play Spell Cards to cards that your opponent activates during any phase of your turn and, provided that they are face-down on the field, during your opponent's turn.

      Field Spell Cards have the advantage of being able to change the entire state of play, for both you and your opponents side of the field. Most cards center around boosting ATK, DEF or both, for cards with Specific Attributes, or Types. They are Spell Speed 1.

      Field Spell Cards must be placed on the Field Card Zone, and there can only be one in play (face-up) at any one time. If one is already active on either side of the field, and another one is activated, the previous Field Spell Card is destroyed. You may Set a Field Spell Card at any time during your main phase; any card that currently occupies that Field Card Zone is destroyed. If you Set a Field Spell Card, and your opponent already has one active, the opponent's Field Spell Card is neither destroyed nor negated. Setting a Field Spell Card does not start a chain. Playing or flipping a set Field Spell Card does start a chain.

      Ritual Spell Cards are used to Ritual Summon Ritual Monsters to the field, and require the following conditions to be met in order to be activated:

      * The correct Ritual Spell Card in your hand.
      * The corresponding Ritual Monster in your hand.
      * Enough monsters in your hand, on your side of the field, or both, that satisfy the Ritual Monster's Level Requirements, to be used as Tributes. (The exception being Advanced Ritual Art, where you must have enough Normal Monsters to satisfy the Level requirements of the Ritual Monster in the Deck)
      * 1 free Monster Card Zone to Special Summon the Ritual Monster to.

      Activating a Ritual Spell Card can tend to be somewhat demanding, and for that reason Ritual Spell Cards are arguably the least used Type of Spell Card. The only Ritual Spell Cards that have even seen minor use tend to be 'universal' types such as Contract with the Abyss, which can summon any DARK Ritual Monster. However, the only Ritual Spell Card that has seen major play is "Advanced Ritual Art", due to it being able to use monsters from the Main Deck, thus being much less demanding than traditional Ritual Spell Cards. However, as this card fueled the then-powerful Demise OTK Deck, "Advanced Ritual Art" has since been Limited, thus mitigating the Ritual Monsters' usefulness.

      Starting in Stardust Overdrive, Ritual Monsters appear to be making a return to the game, with a few new mechanics being added. Of note here, the Ritual Spells for "Divine Grace - Northwemko" and "Garlandolf, King of Destruction" have secondary effects that can be activated by removing the Ritual Spell Card from the Graveyard. "Divine Grace - Northwemko's" "Ritual of Grace" prevents a Ritual Monster from being targetted by a card effect for a turn, while Garandolph's Ritual of Destruction empowers a Ritual Monster to return a monster to the top of its owner's deck rather than sending it to the Graveyard when destroying it in battle for a turn.

      In some early Video Games, Ritual Spell Cards were colored Blue (like the OCG/TCG Ritual Monsters), instead of the usual Green.

      And now onto Trap Cards:

      Trap Cards are pink-colored cards that have various effects to make things difficult for your opponent or easier for you in a Duel. A Trap Card must be Set and can only be activated after the current turn has finished. Trap Cards are Spell Speed 2, with the exception of Counter Trap Cards, which are Spell Speed 3. Trap Cards may be activated during your opponent's turn.

      Normal traps are Spell Speed 2. They can't be activated during either player's turn if it was set that turn. Certain normal traps turn into equip cards but are still considered normal trap cards.

      Continuous trap cards are also Spell Speed 2. Their effect stays in play until its destruction circumstances are fulfilled.

      Counter trap cards have a Spell Speed 3. No cards except other Counter traps can be played after a Counter trap has been activated. Monster effects, spell cards and trap cards all have certain speeds. This determines when they can be played and which effect can be "chained" to another.

      Trap Cards may be Chained to Spell Cards, other Trap Cards, or to the effects of Effect Monsters.

      In Turbo Duels during Yu-Gi-Oh! 5D's, Trap Cards are very common since the use of non Speed Spells is restricted, so Trap Cards are usually used to replace them.

      Below are some of the cards that allow Trap Cards to activated from the hand instead of being Set:

      * "Bubble Illusion"
      * "Makyura the Destructor"
      * "Delta Crow - Anti Reverse"
      * "Jetroid"

      Types:

      A Trap Card's type is designated by a symbol to the right of the words "Trap Card". The Trap Card types are:

      * Normal Trap; No symbol
      * Continuous Trap, symbolized with an "infinity" sign.
      * Counter Trap, symbolized by an arrow.

      Next I'll teach you about Effect Monsters:

      Effect Monsters are Monster Cards with an orange color border. Similar to Normal Monsters, these monsters have an effect (Special Ability in the anime), which is demonstrated clearly by the fact that they have the Type 'Effect' beside their regular sub-type (Reptile, Spellcaster, etc.). Effects vary greatly, and are classed in five different types:

      * Continuous
      * Ignition
      * Trigger
      * Flip
      * Quick

      There is also a sub-effect Type, Pseudo-Flip Effects, which is essentially a Flip, without the printed word 'FLIP:', and with the effect treated as a Trigger Monster Effect.

      Some Fusion, Synchro and Ritual Monsters have effects, and are therefore also treated as Effect Monsters. Toon, Union, Gemini, Spirit Monsters, and some Tuner monsters are all still types of Effect Monsters.

      An Effect Monster's effect, if particularly powerful, may be balanced out by the monster itself being weak in ATK and DEF for its level (such as cards like "Ancient Gear Engineer" or "Needle Burrower"). Conversely, some cards with ATK that is too high for a monster of its Level may have negative effects detrimental to their use (such as cards like "Giant Kozaky" or "Giant Orc").

      Some Effect Monsters have a dot (•) with an effect written after it. This dot usually represents an effect that is active while certain requirements are met, and sometimes this effect can be negated on its own when those requirments are no longer met (ex, the Infernity monsters have effects that are only active while the controller has no cards in their hand, and the Morphtronic monsters have two different effects, and either one of those effects can be active while that monster is in a certain Battle position). Some Effect Monsters that have 2 or more dots usually have effects that give the controller a choice on what they want to do at a certain time (ex, "Don Zaloog", or "Flying Fortress SKY FIRE"), but some of these effects have a basis for the activation (ex, "Neo-Spacian Glow Moss" and all Fusion Monsters with "Neo-Spacian Glow Moss" as a Fusion Material Monster, "Gorz the Emissary of Darkness" and "Dark Hunter").

      Next I need to explain to you how chains work:

      Spell Cards, Trap Cards and Effect Monster's effect's are all divided into this thing called Spell Speed which represents how fast they can activate.

      Spell Speeds come in 3 official settings:

      * Spell Speed 1
      * Spell Speed 2
      * Spell Speed 3

      Each Spell Speed can only be countered with one that is greater, or equal. The only exception to this is Spell Speed 1, which cannot be chained against each other in normal play.

      The following are all Spell Speed 1:

      * Normal/Field/Continuous/Equip & Ritual Spell Cards
      * Continuous/Ignition/Trigger & Flip Monster Effects
      * The only case in which Spell Speed 1 effects can be chained against each other, is when they activate simultaneously i.e. 2 Mystic Tomatoes attacking each other, or 2 Sangans attacking each other, with each effect activating in the Graveyard.

      Spell Speed 1 is the slowest of all the Spell Speeds, and is the only Spell Speed that cannot be countered by cards of the same Spell Speed during normal play.

      The following are all Spell Speed 2:

      * Quick-Play Spell Cards
      * Normal & Continuous Trap Cards
      * Quick Monster Effects
      * Accel Synchro Summons

      Spell Speed 2 cards can be used against Spell Speed 1 and other Spell Speed 2 cards, but not against Spell Speed 3 cards.

      Spell Speed 3 cards can be used against Spell Speed 1, Spell Speed 2, and other Spell Speed 3 cards. Spell Speed 3 cards can only be countered with other Spell Speed 3 cards.

      The only cards that are Spell Speed 3 are Counter Trap Cards.

      It's possible to chain to almost anything in the game but there are a few exceptions to this rule: For example, Summoning a monster and declaring an attack are actions that do not have a Spell Speed, and therefore cannot be chained to. However, if the action in question was the last action to have resolved on the field, you may activate a card in response, which then becomes Chain Link 1. For example, using Bottomless Trap Hole when a monster is Summoned, or using Mirror Force when your opponent's monster declares an attack, and all considered to be "activated in response"

      Sometimes, you will have multiple Trigger or Trigger-like effects that will try to activate simultaneously, such as when Mystic Tomato attacks another Mystic Tomato, or when two copies of Sangan are sent to the Graveyard at the same time by the effect of Dark Hole. In cases like these, the effects all activate and form a Chain, even if they are Spell Speed 1 effects. This is a special case when Spell Speed 1 effects can be chained to each other, because they are all trying to activate at the same time, and the players are not "choosing" to activate them. This does not apply to effects that activate or are applied "During the ___ Phase,..." such as Gladiator Beast monsters. Effects like these do not form a Chain - instead, they activate, and are applied, separately.[/SPOILER]
    16. Ventus PSP Aqua
    17. Ventus PSP Aqua
      Ventus PSP Aqua
      Yeah. I think my arm being cold stops the pain lol
    18. Ventus PSP Aqua
      Ventus PSP Aqua
      Doubt there's any band aids..yeah it just burns a bit
    19. Ventus PSP Aqua
      Ventus PSP Aqua
      Actually cut myself. And it's right on the vien. It's cuz the phone was ringing and it's across from a lamp that has place to put tape and right on the edge of that theres a metal spiky thing to to cut it so when I reached for it and pulled back, it cut me
    20. Ventus PSP Aqua
      Ventus PSP Aqua
      Still funny lol
      Ow I cut myself..
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