Jaden, just remember that your friends are here for you. We're always here.
Don't worry, Jay. The way I see it, if she's away, that'll only make you much more happier when she comes back. And if you're worried that she...
OK. No problem. =)
East Side 5eva, broski. You? It's raining... And it's sunny. WHAT THE FU- *boom*
Hmm... Yeah, I see your reasoning there. But, when you're open, how about we duel again? I promise I won't use any cheap moves this time.
LP: 8000 Customs: No Anime Exclusives: You decide Video Game Exclusives: You decide God Cards: No Hand Refill: No First Player: You decide Number of Cards per Deck: 60 Other conditions(luck based cards, handicaps, etc.): None
Oh, wow... I had no idea you felt that way, Jaden. All you had to do was tell me. I would've understood. I admit, my Great Shogun Shien move was...
Same here.
Whoawhoawhoawhoawhoa, what? O_O Why not?
No, THIS is the manual: Spoiler
Sorry, I misread something you said. I'll go edit that. Now, then; does anyone want to test out their knowledge in a practice duel?
Well, I kinda wanted my comeback opponent to be you, but you're in the middle of a duel.
Well, since you edited them, you probably made them better! Don't be so hard on yourself, Jaden. :\
Some people actually do it Under?
No, they're ALL good ideas! I was just talking about the names.
Yeah, probably. xD Guys like this: [IMG] Your ideas don't suck! They're awesome! Take out the "Hardened" in Mudball Golem, keep Wicked...
The only thing that really makes the game worthwhile for me is the KHV minigame. That's pretty much ALL I've done.
Here's a less wordy version of what Jaden said about Spells and Traps (some is still copied/pasted, though): Spells, Traps, and Monster effects all have a Spell Speed. * Spell Speed 1 * Spell Speed 2 * Spell Speed 3 When chaining to a card, you must chain with a card of a equal or higher Spell Speed, unless you're chaining to Spell Speed 1, in which you must chain with a higher Spell Speed. 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. The following are all Spell Speed 2: * Quick-Play Spell Cards * Normal & Continuous Trap Cards * Quick Monster Effects * Accel Synchro Summons The only cards that are Spell Speed 3 are Counter Traps. Traps MUST be set first, and they CANNOT be activated in the same turn that they are set. A Spell can be set OR played from the hand. If you set a Spell, unless it is a Quick-Play, it CAN be activated on the same turn it is set. 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. 4. Quick-Play Spell, symbolized with a lightning bolt. 5. Field Spell, symbolized with a compass. 6. Ritual Spell, symbolized with a torch symbol. Normal Spells, when activated, start a chain. When the chain resolves, the card goes to the graveyard (exceptions include Swords of Revealing Light, Timidity, Nightmare Steel Cage, etc., in which case, they go to the graveyard after the amount of turns the cards says are up.) Continuous Spells stay on the field after activation, but they can be removed by cards such as Harpie's Feather Duster, Giant Trunade, etc. You can only chain to the ACTIVATION of a Continuous Spell. You CANNOT chain to a Continuous Spell's effect. Equip Spells are cards that can, to put it shortly, be equipped to a monster. The Equip Spell only affects the monster it is equipped to. Quick-Play Spells are the ONLY Spell Cards that are Spell Speed 2. They can be chained from the hand at any time during YOUR TURN. To activate one during your opponent's turn, you MUST set it beforehand. YOU CANNOT ACTIVATE A QUICK-PLAY SPELL ON THE SAME TURN IT IS SET. Field Spells are Spells that, when activated, move to the Field Spell Zone. These are Spell Speed 1 usually affect the entire field. If you set a Field Spell face-down, it is placed in the Spell/Trap Card Zone until it is flipped face-up. There can only be one (lol Highlander) Field Spell face-up on the field. If your opponent has a Field Spell face-up and you activate one, your opponent's Field Spell goes to the graveyard, and vice-versa. Setting a Field Spell does NOT start a chain. Activating or flipping a Field Spell does. 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. -------------------------- That's all I have time to paraphrase for right now. But, I think Jaden did a pretty good job explaining Traps and Monster Effects.
Well, that is true. In fact, I think she acts like the exact opposite of the Supreme King. But that's what makes it funny. xD Dude, that show...
No prob!