Jaden Yuki's Dueling Dojo

Discussion in 'The Playground' started by Hitokiri Shinigami Shinta, Apr 4, 2011.

  1. Hitokiri Shinigami Shinta The Demon Slayer

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    Thanks Yusei! You're a real pal!
    [​IMG]
     
  2. SonGoku Destiny Islands Resident

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    thanks Yusei! I never really understood that until now.
     
  3. Accalia Gummi Ship Junkie

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    3+5=8?
    [​IMG]
    This is dueling not math. Wth?
     
  4. KH2man13 Gummi Ship Junkie

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    Here's how Synchro Summons work:

    For most Synchro Monsters, you need at least 1 Non-Tuner Monster...

    [​IMG]

    ... And 1 Tuner Monster.

    [​IMG]

    When you have both of these monsters on the field, you can send them to the graveyard to Syncrho Summon a monster that has a level equal to the combined levels of the monsters you sent to the graveyard.

    Vice Dragon has 5 and Dark Resonator has 3.

    5+3=8

    This means, you can Synchro Summon a Level 8 Synchro Monster.

    [​IMG]

    See how that works, now?
     
  5. Accalia Gummi Ship Junkie

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    Oh. But I never did that. So should I?
     
  6. KH2man13 Gummi Ship Junkie

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    How do you think you keep summoning Brionac? That's a Synchro Summon.
     
  7. Hitokiri Shinigami Shinta The Demon Slayer

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    ...WTF? Don't you remember me teaching you how to summon Brionac?
     
  8. SonGoku Destiny Islands Resident

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    I think she just used the combo you showed her.

    I need help to, so here's my deck.
    Dark Magician
    Dark Magician Girl
    Magician of Black Chaos
    Silent Swordsman
    Silent Magician
    Des Volstgalph
    Card of Sanctity
    Gold Sarcophagus
    Red Gadget
    Yellow Gadget
    Green Gadget
    Stronghold The Moving Fortress
    Kuriboh
    Watapon
    Sangan
    Breaker The Magical Warrior
    Magician's Valkyria
    King's Knight
    Queen's Knight
    Jack's Knight
    Exodia (5 cards)
    Royal Straight Slasher
    Arcana Knight Joker
    Obnoxious Celtic Guard
    Sorcerer of Dark Magic
    Mystic Box
    Magical Dimension
    Dark Magic Curtain
    Mirror Force
    Dark illusion
     
  9. StardustXtreme Chaser

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    I shall now introduce different plays of DUels that be played.
    [​IMG]

    Single

    This is one duel between you and your opponent with your terms, therefore you each take a turn.

    Tag

    Two duelists pair up to form a team aginst another pair, it goes back and forth between the players, Player A will go first, Player B on the opponent's team then it's Player C on your's on and Player D on the opponent's, usually in offiical rules, the last player gets to attack first.

    The terms can be you share 1 field like in Tag Force or have seperate fields treated like a Singles duel, you can save your own partner from attacks or use his own monsters to strengthen the field, however, in order ro direct attack, the opponent or your team must wipe out both fields oppoiong them.

    Match

    This is mostly used in offical tournies, basically, a match is three duels as Single or Tag and if you win, that's 1 round to you and if you win again in the 2nd round, you automatically win the match, there are Victory Match winner cards but these have been banned.

    Triangle

    Basically, three duelists partake in this and save protect a friend or elt him take the attack, you have your own field but as an even match, no-one attacks on their first turn so it can be you team-up against 1 person then against your fried or fight by yourself.

    2-on-1

    You and a partner team-up against 1 opponent by having a seperate or merged field of your choice, the single player may have a greater advantage by drawing more then 5 cards or double LP, Player A goes first, then B is the opponent and C is the partner then back to B then A in rotation.

    3-on-1

    A very rare form of duelling, three duelists against 1 opponent, this was exhibited in Bonds Beyond Time or in Crash Town arc, a concept we never imagined, to understand this, refer to the 2-On but with an extra player thrown in, the only conditions we've seen so far is shared lifepoints and granted every second move.

    Or in Crash Town, the three duelists take their turns first then the opponent.
     
  10. Hitokiri Shinigami Shinta The Demon Slayer

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    Thanks Yusei! I really appreciate your help!
    [​IMG]

    Next I'll cover more of the basic game mechanics:

    Basic Game Mechanics Part 2:

    First I'll make sure you fully 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.

    EDIT: 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.[​IMG]
    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.
     
  11. Accalia Gummi Ship Junkie

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    [​IMG]
    Unit does not compute. Error error memory overload!
     
  12. Hiro ✩ Guardian

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    Ok, I need help with making a deck :P
     
  13. SonGoku Destiny Islands Resident

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    I can help, what monster cards, spell cards, trap cards or feild cards do you want to use?
     
  14. Hiro ✩ Guardian

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    Well, personally my Favorite Monsters are: Relinquished, Dark Magician, Red Eyes Black Dragon, Blue Eyes White Dragon, Blue Eyes Ultimate Dragon, Red Moon Baby, Gamma The Magnet Warrior, Beta The Magnet Warrior, Alpha the Magnet Warrior, and Valkyrion the Magna Warrior. Spell would be the Ritual to Summon Relinquished (4got its name), Scapegoat, De-Spell, Polerimization and some of the ones Yugi had.
     
  15. Terra254 Traverse Town Homebody

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    Summerize this into something small,please.Also,have anything new for me?
     
  16. StardustXtreme Chaser

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    I shall discuss Tribute Summon and their levels

    Usually, we can only Normal Summon a Level 1 to 4 monster form our hands but if you have them on the field for more than a turn and if there's a higher level, you can tribute lower level monsters for higher ones, here's how the Level rank goes.

    Level 1, 2, 3 and 4 - Requires no tributes
    Level 5 and 6 - Requires 1 Monster Tribute
    Level 7 and 8 - Requires 2 Monster Tributes
    Levels 9 to 12 - Requires 3 Monster Tributes

    There are ways around getting higher level monsters with more ATK or DEF in various ways, I shall give a few examples.

    [​IMG]
    This card can Special Summon a Level 5 or higher Normal monsters from your hand so it can bring out a Blue Eyes White Dragon, Dark Magician or Red Eyes Black Dragon to name a few Normal Monsters.

    Double Tributers
    These monsters fill the requirement of summoning a Level 7 or higher monster by being one monster with the effect to become a 2 Monster Tribute, let's say you have this card on your field which you summoned last turn.
    [​IMG]

    Thanks to this, I can summon a Dark type Monster from hand that's Level 7 or 8 if I want to tribute it for say, Dark Magician or Red Eyes Black Dragon for example

    Another method is lowering a high level monster in your hand with this card.
    [​IMG]

    Sure I have to get rid of one card in my hand but it's well worth the price if I want a 2 Monster tribute to become a 1 Monster tribute.

    There also cards that Special Summon monsters from your deck if you have the corresponding monster out on your field, a prime example is Dark Magician Girl, let's say I have her on my field and activate this Spell Card.
    [​IMG]
    [​IMG]

    You see when I have Dark Magician Girl on the field and activate Sage's Stone, it allowed me to Special Summon a Dark magician from my hand or deck.

    Some higher level monsters may require a different alternative to be summoned like the LV series, you need the Spell Card, Level Up! to bring out stronger version, normall there's a low level, mid and high.

    Another way to have a high leveled monster is by Fusion Summon if you have the materials and a Polyimerzation card, Synchro Summoning is another example by bringing together weaker monsters to form a more powerful one., these two are similar but use different methods.

    Ritual Summon is also a good way to get a powerful monster if you have the monsters to offer in your hand or deck which equals it's level and the Ritual Spell.
     
  17. KH2man13 Gummi Ship Junkie

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    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.[​IMG]
    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 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.
     
  18. Hitokiri Shinigami Shinta The Demon Slayer

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    Not bad Joey. Not bad at all. You only made one mistake, Playing a Field Spell DOES start a chain. I don't know where you heard it didn't.
     
  19. Spike H E R O

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    I would'nt feel right if I didn't contribute, so I'll post some of the more advanced rules on here. For this post, let's begin with Priority of Effects.

    What does it mean for an Effect to Have Priority?

    You see, there's a certain timing for every effect, whether it activates on summoning the monster or after summoning. When the effect activates on summoning, we say the effect has Priority.

    Why Should I Know About Priority Effects?

    Because cards with priority effects can be really really useful. Here's an example:

    Let's say my opponent has a Stardust Dragon on the field along with 3 facedowns, like so


    [​IMG]
    [​IMG][​IMG][​IMG]

    Assuming we somehow know that one of those facedowns is a Bottomless Trap Hole, we know we can't use Mystical Space Typhoon or Heavy Storm, since Stardust will just negate the effects and come back next turn. In this case, though we know we're going to lose our monster to that Trap card, we can still find a way to get rid of Stardust Dragon.

    Let's assume this is my field

    [​IMG]
    [​IMG]

    In my hand, I have Caius the Shadow Monarch (a personal favorite, f.y.i.). and Chaos Sorcerer (who you can ignore for now because we'll use hime for later
    [​IMG][​IMG]

    The great thing about Caius isn't just his awesome stats and his ability to remove cards and possibly inflict damage, but feast your eyes at his effect:

    "When this card is Tribute Summoned, remove from play 1 card on the field. If it was a DARK Monster Card, inflict 1000 damage to your opponent."

    Now look at the part I highlighted in red. When a card has this in it's effect description, it means that no matter what your opponent chains with, your monster's effect will activate anyway (unless it's a counter trap card that negates card effects).

    So when I tribute Dark Resonator for Caius.....

    [​IMG]
    [​IMG]

    ....and my opponent chains with Bottomless Trap hole.....

    [​IMG]

    [​IMG][​IMG][​IMG]

    ....my Caius is removed from play because of Bottomless Trap Hole, but because his effect had Priority, Stardust Dragon still goes BYE-BYE.

    But why didn't you Special Summon Chaos Sorcerer and keep your Tuner?

    You see, Chaos Sorcerer is great and all, but look at his effect:

    "This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 1 LIGHT and 1 DARK monster in your Graveyard from play. Once per turn, you can remove 1 face-up monster on the field from play. If you activate this effect, this card cannot attack during this turn."

    See the text in red? That means that when you summon him, you have to declare when the effect will activate AFTER summoning him, meaning that if your opponent chains something to the special summoning (in this case, Bottomless Trap Hole), then the card your opponent played would activate first because Chaos Sorcerer does not have priority and he would only be swallowed up by Bottomless Trap Hole.


    In the End....

    The main lesson here is to pay attention to the wording of your cards, because that can determine whether or not that card is suitable for the situation your in. It's a very common mistake to make and rookies and pros alike tend to make mistakes like these a lot when trying out new decks.

    Lesson Over.
     
  20. Hitokiri Shinigami Shinta The Demon Slayer

    Joined:
    Jun 24, 2007
    Gender:
    Male
    Location:
    The Plains
    334
    Nice lesson, But bad example. Stardust Dragon can just negate Bottomless Trap Hole. =P