The text explains that cards can be activated during the Damage Step if they meet certain criteria. Quick effects can only be activated in two events: if an effect changes ATK/DEF or negates the activation (not the effect). Mandatory effects and counter traps can be activated during the damage step. Players may activate Quick-Play Spell Cards from their hand at any time during their own turn, except during the Damage Step.
Quick effects can be activated during the Damage Step, but only up until damage calculation. Optional Spell/Trap Cards and Quick/Quick-like Effects that indirectly change the ATK/DEF of a monster cannot be activated during this Substep. Quick Effects and Spell and Trap Cards that influence the ATK/DEF of a monster may be activated during this Substep.
Some quick effects, like Pankratops, can be activated or chained during the Damage Step, but their optional Quick Effects can no longer be activated. Quick-Play Spell Cards can be activated during either player’s turn, but they cannot be activated the turn they are set, similar to Trap Cards.
Cases like Dolkka, Laggia, Beast, Barkion, and Landoise can all activate during the Damage Step, but only if they are set in their Spell/Trap Card Zones during your turn. Quickplay Spell Cards can be activated during your opponent’s turn, but only if they are set in your Spell/Trap Card Zones during your turn.
In summary, cards can be activated during the Damage Step if they meet certain criteria, such as being activated by Trigger Effects or Quick-Play Spell Cards.
📹 Yu-Gi-Oh! A Lesson in Damage Step!
The Damage Step in Yu-Gi-Oh! is one of the most important, but often overlooked aspects of the game…sometimes costing you a …
Can you activate quick play spells during damage step?
The Damage Step triggers effects like “Ally of Justice – Catastor” and “Neo-Spacian Grand Mole” at the start of the step. Trigger Effects, such as “Honest” and “Blackwing – Kalut the Moon Shadow”, can be activated during this Substep. If a face-down monster is the target of an attacking monster, it is flipped face-up. If the monster has a permanent effect affecting its ATK/DEF, the effect is immediately active.
Flipp Effects trigger during this Flipp Face-Up, but they form a chain and resolve later in Sub Step 6. Similar to the Start of the Damage Step, effects like “Honest” and “Blackwing – Kalut the Moon Shadow” can be activated.
When can quick play spell cards be activated?
Quick-Play Spell Cards are a type of Spell Card that are Spell Speed 2. They can be activated from a player’s hand during any phase of their turn, except during the opponent’s turn. Examples of Quick-Play Spell Cards include “Cyclone” and “Rush Recklessly”. Players can activate these cards anytime during their turn, except during the Damage Step, unless otherwise ruled. Face-down Quick-Play Spell Cards can be activated during either player’s turn, but not during the opponent’s turn. This is similar to Trap Cards, where a player can set a Quick-Play Spell Card during their own turn but cannot activate it until the opponent’s next turn.
Can you negate activations in the damage step?
The text posits that continuous trap cards, which may feature an optional effect that negates the activation of cards or effects—such as the “Alternate Protocol”—may be activated. However, the effect must be activated in the same Chain Link.
Can you cast spells during damage step?
Combat damage represents a distinctive form of damage inflicted by creatures during combat, accessible exclusively during the combat damage phase of the combat phase. It is not a stack-based damage and is equal to the power of the creature that is inflicting the damage. It is not permitted for players to cast spells or activate abilities between the time that combat damage is assigned and dealt.
Can Ash Blossom activate during damage step?
It is not possible to activate the “Ash Blossom and Joyous Spring” Quick Effect during the Damage Step. It is a quick effect that can be activated from the hand, but doing so results in a cost being incurred in order to activate its effect. Additional resources include the Gallery, Rulings, Errata, Tips, Appearances, Trivia, Lores, Artworks, and Names.
Can you activate shrink in damage step?
The statement posits the possibility of modifying the ATK of a monster.
Can you activate monster effects during damage step?
The Damage Step represents a pivotal phase of combat, during which the opponent may flip a face-down monster to face-up status, thereby activating cards or effects that modify the monster’s Attack or Defense attributes. In the event that the monster in question possesses a trigger effect that is activated by being flipped face-up, said effect will not yet have been activated. For a comprehensive elaboration, one is encouraged to refer to the official rulebook.
Can you activate Waboku in damage step?
The Yu-Gi-Oh! World Championship 2008 does not allow Waboku or Tytannial cards to activate during the damage step. Waboku is not a counter trap or a card that modifies a monster’s ATK/DEF. Tytannial is too slow and does not modify the monster’s ATK/DEF. Both cards cannot be used in the damage step. To access the GameFAQs Message Boards, sign up for free or log in if you already have an account. To post messages, change display, and view media, sign up for free.
What cards can be used during the damage step?
The Battle Phase involves several types of cards and effects, including counter trap cards like Solemn Judgment and Dark Bribe, normal trap cards, continuous trap cards, and quick-play spell cards that alter the ATK and DEF of monsters on the field. During the Damage Step of the Battle Phase, the damage is calculated from the declared attack, and if the defending monster is face-down, it is flipped face-up first. Flip Effects are applied after Damage calculation but still within the Damage Step.
In the Damage Step, only certain cards and effects can be activated, such as counter trap cards, normal trap cards, continuous trap cards, and quick-play spell cards. Mandatory trigger effects, flip monster effects, some quick effect monster effects, and cards that meet the activation criteria can be activated during the Damage Step. However, cards that do not meet the activation criteria may be activated in the Damage Step.
Can you activate spell cards during the battle phase?
The Battle Phase is an optional phase in a game, except for certain conditions. If you don’t want to enter the Battle Phase, you must proceed to the End Phase without continuing to Main Phase 2. You can enter the Phase even if you don’t control any monsters or if all monsters are in Defense Position. The Turn player declares entering the Battle Phase, has priority to activate Spell Speed 2 cards, and decides if to conduct battle. If you don’t declare attacks, you can proceed to the End of the Battle Phase.
Can you activate quick effect during damage step?
The Damage Step triggers effects like “Ally of Justice – Catastor” and “Neo-Spacian Grand Mole” at the start of the step. Trigger Effects, such as “Honest” and “Blackwing – Kalut the Moon Shadow”, can be activated during this Substep. If a face-down monster is the target of an attacking monster, it is flipped face-up. If the monster has a permanent effect affecting its ATK/DEF, the effect is immediately active.
Flipp Effects trigger during this Flipp Face-Up, but they form a chain and resolve later in Sub Step 6. Similar to the Start of the Damage Step, effects like “Honest” and “Blackwing – Kalut the Moon Shadow” can be activated.
📹 Yu-Gi-Oh! The Idiots Guide To Spell Speed 1/2/3/4 (Timing/Chains)
Intro: (0:00) Spell Speed: (0:54) Spell Speed 1: (1:25) Spell Speed 2: (3:43) Spell Speed 3: (4:33) Exceptions: (6:10) Outro: (9:26) …
And THIS is precisely why every player should read the rule book and go over the basics of the rules and PSCT. I mean to be fair, this is a very nuanced rule. The Damage step is one of those things that can be really confusing. Especially, all the sub-steps within it. But as Cimooo masterfully demonstrated, understanding this step and everything else can mean the difference between winning or losing.
Do you think maybe you can make more of these kinds of articles? It would be great if you could use examples, too! It would really help out a lot, especially for us players who try to look for rulings online and there is none to be found, then your friend continues to do illegal plays even though you have the strong feeling that they are lying.
Pretty good article. Something that is food for thought. On the flip side of this discussion, this honestly proves how convoluted and poorly designed the damage step is in terms of game mechanics. Konami really needs to consider fixing the damage step and make it more clear on how damage step functions.
He still had imperial order on the field. Even if he had done that he would still takr 950 point of dmg from suani and another 700 from imperial order thus putting him behind Milton in the life point department. Plus there is also the chance that Marcello could have top decked a spell which would also resault in him loosing since, again he has imperial order on the field. But without the top deck mode i wonder what this match would have been like if it hadn’t gone into time.
I think he shouldn’t be able to use Apocalypse during the Damage Step, as it doesn’t guaranteed change the ATK/DEF of a monster (always problems with halving or doubling stats). For example “Half Or Nothing” cannot be used during the Damage Step. I know I’m late but recently faced a very similar situation and got into Damage Step rulings.
Important question: based on your article is this scenario the same as apocalypse described in the article? drident with 2 whiptails attack an indestructable crystal wing. The 2 whiptails trigger in the damage step as cl1 and cl2. The crystal wing then negates and destroyes as cl3. Since the destruction resolves first being cl3 and the monster count changed, online it states that in that case the attack fizzles similar to apocalypse. So, does crystal wing get banished?
Do you ask the opponent “anything on attack declaration” or do you proceed to damage step if your opponent doesn’t use UCT’s effect and stays silent? Does the non-turn player give the okay to proceed or does the non-turn player need to ask if the turn player has anything on attack declaration? 1. UCT attacks 2. Turn player doesn’t activate UCT 3. Does non-turn player proceed straight to damage step or have to get the okay to proceed to damage step? (And can turn player activate UCT at this point)
So let me get this straight. Every battle in the Battle Phase works like this… 1. Monster declares attack – Cards like Mirror Force and Kuriboh can be activated at this time 2. Battle Step – any allowed replays occur 3. Damage Step – damage is calculated, then monsters are destroyed If that’s the case, can cards like Rope of Light and Michizure be activated at the end of or after the Damage Step?
This got recommended to me by nearly some divine providence: I’d been playing an old DS game for fun, with a Glad Beast deck. Because of a shitty starting hand, and some necessary, but painful Solemn Judgements, we were both down pretty low on life points. My opponent had a Reflect Bounder out and I had a Murmillo. I attacked in, used Gladiator War Chariot to negate the Reflect Bounder effect and destroyed it, saving me from dying, but because Reflect Bounder activated in the damage step, I couldn’t attack in for lethal. I still won, because, since the battle had gone to the damage step I was able to tag out, make a Gyzarus the next turn and win, but because I didn’t know the damage step rules I didn’t realize I’d be giving the opponent another draw phase.
– he could still use Tirano – his opponent has no cards – his opponent can’t use spells – his opponent takes 700 lp demage EVERY turn by the effect if,, Imperial Order” – even if he draws a monster Tirano will flip it and attack it over next turn for effect to deal another 1000 lp demage . He HAD NO CHANCE
I thought imperial order was supposed to be an auto negate against all spells with no choosing From what I got from it’s wording it says “negate all spell card effects” nowhere does it mention you can choose it’s literally a game of yugioh played using no spell cards only monsters and their effects That negation of the twin twisters was a very skilful move That being said imperial order is still a very iffy card and only the most skilled of players can use the card properly.
Duel Links makes a lot of these more nuanced interactions a lot easier to digest and understand, because the system has auto triggers and messages for toggling and whatnot, forcing you to venture into the internet to figure out why you got clapped. I’m a noob and have absorbed a fair amount of high level knowledge just from the system helping me out. In particular I know all about this interaction thanks to World Legacy Clash being abused for this exact reason.
I actually understood everything and as a reaaally casual player means that you explained it well. 😉 . I have to read that book hahah. I thought you would be able to replay the attack in any moment as long as the alingment of monsters changed. But …. do players declare every phase they are playing?. :/
Surprisingly, once you showed the game (I hadn’t watched it yet), I remembered the fact that he wouldn’t get a replay if Marcello used his trap during the damage step after the battle step was over (plus, the only response legal during the damage step is another direct ATK/DEF modifier or a counter trap).
Playing Superheavy Samurais (as casual as that sounds) I have a lot of cards that alter the Defence stat of my monsters and a fair few effects that can go off in the battle step and the damage step and some that only go off during the damage step and these effects can’t be chained so i need to know the difference of which order to activate some and when or sometimes just know when to equip them. For a deck people look down on it requires you to know a lot of intricate rulings and phase mechanics
I caught on to this as soon as I saw he flipped it face up and it baffled me how a “professional player” didn’t see it instantly. I play casually and even I noticed it. I made sure I took the time to figure out chain links and a bunch of really small mechanics such as this one. But I probably would have forgot if I was under that much pressure as well
Funny enough most “pro playes” using the true draco decks don’t know how to properly use true draco apocalypse Great article as always Cim(oo)^3 This past weekend I played at locals using a true draco invoked spellbook deck with only 2 diagrams, 2 forbidden chalice (bc damage step shenanigans & a big Fuck you to the true draco monster effects), 2 dark hole, raigeki (bc F those true draco zoo boards & overextension in general), 2 drolls & lock bird(bc hurts more than ash blossom & serves as fodder for the spellbook of knowledge if ever needed)(ash blossoms in side deck) & a single effect veiler in the main It was built to go 2nd based in my bad luck, i’m always losing dicerolls hahaha any thoughts?
I do this with lost vambrace so replay doesnt occur and i win that battle yet it still havent figured what the solution here was almost until you said it directly. I was like oooh thats what hes been hinting this whole time. I have a pet peeve of not liking the articles of mainstream yugitubers but i sometimes break that rule for you because the article is pure gold like this one
This article has got me thinking too many things. So Cimo is saying even though the MasterPeace gets destroyed, the Conductor NEVER has a chance to do damage since the EFFECT of apocalypse will ACTIVATE in damage step and FIZZLE the attack? So hes saying BY RULE the monster cannot attack directly since the MasterPeace left during the damage step?
Hey I got a totally different question, but since some advanced rulings cam up here I might ask it anyway. Can Ghost Ogre miss timing on U Conductor Tyranno, if it’s the Dino-Players turn and he pops a baby? Would the chain be Tyranno-Baby-Ghost Ogre or can the Ghost Ogre be between those two effects? I mean the new rulings say, that mandatory effects (like the baby’s) have priority to other effects and that the player who is in his turn can choose his chain links the way he likes? Additionally, would you be able to activate the special summon of the baby before the conductor’s effect resolves? All this stuff got me a little confused…
Oh, MY thoughts? Okay then. Blinking out attack entirely in the damage step is BS. It’s totally how this card interaction would work, although as other people have mentioned, he would need to activate Apoc on attack declaration, then Blink out during the damage step. However, There’s a few other things that make me think that that move in particular would be frowned on by the players. My biggest issue with blinking out entire attacks is quite simply you don’t get punished for it. Hell, you can step up a field where blinking out entire attacks nets you significant advantages. A smaller issue comes into gameplay lore. For example, what the hell happens to the attack if I don’t get a replay, and why do they not take damage?
before i heard it i knew appocolyps was involved as soon as i saw true king and dear god i knew what the solution was you tribute it in the damage step negating the atk and mysalanius sauris only makes em unaffected in main phase this is all from duel links duel links makes you a better player since world legacy clash is used for the same thing in damage step you banish a monster then lower atk of a opponent equal to the banished monsters atk Guess what you just negated 2 attacks because you cant redeclare
Okay so would it work out the same way for this scenario then? I have a spellcaster out on the field and Illusion Magic face down. My opponent attacks my spellcaster with Larvae Moth, but then I activate Illusion Magic during the damage step to tribute the spellcaster to add 2 dark magicians to my hand. Larvae Moth’s attack is canceled and it cannot try to attack again. Or can you only activate cards during the damage step that alter attack/defense (meaning I couldn’t do the above)?
Ok I’m gonna sound like im 5 but I believe in the heart of the cards like somehow when I need a card i draw it like i was playing performapal I need to contact fusion a beast eyes I had the odd eyes in my hand but I didnt have a beast or( performapal second donkey) and somehow believe in the heart of the cards I drew it but here’s the thing I have 2 copies and I had alot of cards in the deck and I drew the card then I did and sad thing is I was batting nobody a imaginary person I beat
The sneaky Graveyard check play. Consantly checking opponents grave while leaving a mess on you opponents board should be illegal, Due to lack of respect to the cards, and not allowing the end of a long written effects to be fully read out as required by playing the card, Once the card is played i have the right to read it myself, or to have it translated if needed, so doing constant checks is like asking your opponent “Wanna punch me in the face yet?” And the answer is always “This is why we do not play childrens tcg, played by adults, barely understood by teens.” Use the Celtic Guardian Yugi!!!
Spell speed 1: Any monster effect or any spell except quick plays. Spell speed 2: Quick play spells, normal traps and continuous, or a monster that has a quick effect. Spell speed 3: Counter traps Spell speed 4: Any effect that can not be responded to. You can only respond to a card with another card that has an equal or higher spell speed. This is just a quick summary and if u just wanna read this instead of the whole article, you’re welcome.
Unless they count as spell speed 2 without me knowing, spell speed 1 don’t necesarily need to be activated on main phases. This works like monster effects. Monster effects by deffault need the monster to be on the field for them to work, and state if they are activated somewhere else if it’s the case. So, if Ash Blossom & Joyous Spring wouldn’t have the part that states that it must be activated in your hand by discarding it, you would need to summon it in order to activate it’s effect. Spell Speed 1 effects are the same. Most of them are manually activated on an open game state during main phases, but some effects state that the trigger is x event, with or without optional activation, such as Sangan, wich activates when it’s destroyed. As I said, I’m not 100% sure about what I’m saying, because I don’t know if they count as Spell Speed 2 effects, but for what I know, at least some of them count as Spell Speed 1, such as Time Thief Redoer, who, on an open game state during the standby phase, can activate it’s Spell Speed 1 effects.
The Spell Speed rabbit hole goes even deeper than that; some cards can actually negate SS4 effects, for example Fabled Unicore, which has a lingering effect that while you & your opponent have the same number of cards in hand, all effects your opponent activates are automatically negated; as such if a SS4 effect is activated while the condition is met, it will still be negated, despite having the “cards & effects cannot be activated in response” line of text which distinguishes them as Spell Speed 4. Maybe we should start calling Fabled Unicore Spell Speed 5… don’t you love how simplistic this game is? 😂
Here are some cards that have spell speed 4 Ultra Polymerization, Borreload Dragon, Uria, Lord of Searing Flames, Odd-Eyes Gravity Dragon, Silent Sword Slash, Silent Burning and there are many others but these are the only one I can think of. But the strongest out of all the spell speed 4 cards are Silent Sword Slash and Silent Burning simply they can be used even if you have Silent Swordsman LV7 – effects (Cannot be Normal Summoned/Set. Must be Special Summoned by “Silent Swordsman LV5”, and cannot be Special Summoned by other ways. Negate all Spell effects on the field.), Spell Canceller – effects (Spell Cards, and their effects on the field, cannot be activated. Negate all Spell effects on the field.) or Imperial Order – effects (Negate all Spell effects on the field. Once per turn, during the Standby Phase, you must pay 700 LP (this is not optional), or this card is destroyed.). Basically Silent Sword Slash and Silent Burning can’t be negated even if you have cards what negate spell cards on the field and the main reason why these card can’t be negated under any circumstances is because of Silent Swordsman LV7, here is the effects of Silent Sword Slash (Target 1 “Silent Swordsman” monster you control; that monster you control gains 1500 ATK and DEF, and if it does, until the end of this turn, it is unaffected by your opponent’s card effects. This card’s activation and effect cannot be negated. You can banish this card from your Graveyard; add 1 “Silent Swordsman” monster from your Deck to your hand.
Can you make a article about the timing? (If you haven‘t done that already). Because back in the day we never cared about the timing (we probably never knew about that either). And when I‘m playing a YGO article Game and I‘m missing the timing of certain effects, I‘m always asking myself: “How did that miss the timing?”
In regards to Spell Speed 4, there are cards that can enable other cards to be Spell Speed 4 or have Spell Speed 4 vs certain card types despite being Spell Speed 1 or 2. Slifer the Sky Dragon, Obelisk the Tormentor, and The Winged Dragon of Raw have their respective Summons treated as Spell Speed 4 as no cards can be activated when they are summoned. Dark Ruler No More is Spell Speed 4 against Monster effect responses since the opponent can’t activate Monster Effects in response to its activation. Crusadia Testament enables Crusadia Monster effects to be Spell Speed 4 as well against any effect the opponent could activate. There are also cards that enable specific types of Summoning to not be interacted with such as Magical Meltdown and Branded Lost preventing Fusion Summons from being negated or interfered with, which is a Psuedo-Spell Speed 4 for the Fusion Summons themselves.
This a was a really helpfull article ! But i think they are some imprecisions ^^ First the spell speed only applies for activated effect. So continuous effects of a monster do not have any spell speed. This is quite relevant because Cyber dragon has no activated effect, it only has an unclassified effect that allows him to special summon itself. That means that Cyber dragon has no spell speed 1 effect. The second thing is more a details but the effects of spell cards that activate gy are all spell speed 1 effects (including quick spell), also all effects of trap cards that activate in the gy are all spell speed 2 effects, unless they are trigger-like effects (like waking the dragon) and therefore are spell speed 1. The third thing is that trigger effect, even if they are spell speed 1 can be activated when they are triggered, regardless of the phase. That is important for cards like altergeist multifaker that has 2 trigger effects you can activate during either players turn. However your article is really clear and can help a new player to understand how basic yugioh works 🙂
Well there’s also Ancient Gear fortress (or castle I can’t remember) wich modify the effects of Ancient Gears to speed 4 because as long as that Spell is on the field, no cards or effects can chain on the activation of an Ancient Gear card. So a pseudo Speed 4. Its not on its own, but makes basically the entire archetype a Spell speed 4 as long as it’s on the field
I just feel like there’s literally no reason this information isn’t on the card somewhere. Just a small number somewhere or an abbreviated code. It wouldn’t make the card more ugly or confusing to add a couple letters. I’ve always felt the same about levels. Why isn’t there a number in the far right star or something? It’s just basic streamlining ya know..Just makes the game play cleaner for everyone evenly.
You know, I just realized that Legends of Runeterra has a system quite similar to this. Their slow spells, fast spells and burst spells are effectively spell speed 1, 2 and 3 respectively. The difference? Runeterra clearly and obviously LABELS THE SPELL SPEED OF THE FUCKING CARD. On 90% of quick play spells, you need to fucking look up the spell speed online or something to figure it out. Hell, I didn’t even know what spell speed was until I found this article… and yet its so much more complex than Runeterra’s very basic approach to spells. Why?! Why does every card in this game need a paragraph of text that somehow says way too much and doesn’t actually explain anything?!
I would feel offended, but the fact is, after decades of playing Duel Monsters, I still don’t understand the Spell Speed mechanic. It would have been helpful if the cards had the spell speed written on them, but you have to figure it out yourself. Then there’s also the thing with the turn player taking priority and it’s a big mess that I never understood. So I did a Joey and played by instinct. No wonder I’m playing a Red-Eyes deck. No gambling cards though, that garbage is well… garbage.
One thing to keep in mind is that, if the card’s effect/description says anything that contradicts what he says in the article about Spell Speeds, the effects overrule game mechanics. For example, Curse of Fiend states that it can only be activated during the Standby Phase of your turn, but it is a Normal Spell Card, which is Spell Speed 1 and, therefore, can normally only be activated during your Main Phase. However, since Curse of Fiend specifically says it can (or, really, can only) be activated during your Standby Phase, that effect takes priority over the rule that says you can only manually activate Spell Speed 1 cards/effects during your own Main Phase 1 or Main Phase 2. As a side note, in the early days of Yu-gi-oh!, it used to be that Curse of Fiend could be activated from your hand during your Standby Phase (similar to a Quick-Play Spell Card), but later, there was an official ruling that states that Curse of Fiend must be Set face-down before the end of your Standby Phase to activate it, making it more like a Normal Trap Card that can be activated the turn it is Set. Also, nowadays, to get something similar, cards nowadays state that they must be activated at the start of your Main Phase 1 to get the same desired outcome: basically, you can’t do anything else before activating it. Another example would be the several cards that specifically state that they can (or must) be activated during the Damage Step ignoring the rule that prevents most cards from being activated during the Damage Step.
Bastion wrote all Spell Speed possibility’s all over his dorm walls. “Lore Wise” Dual Academy Already teaches this: only if your an Obelisk level student but since we haven’t seen an honors student only classroom. We’re stuck with the dumb asses during all of GX. I understand the complaint that this never gets brought up in the anime but I find the whole the whole Hogwarts-ification of Dual Academy’s really stupid it’s clear that most of this Teenagers are just Math Majors once they get to college unless your a Slifer… BTW Spell Speed 5 is Exodia!!!
Actually the anime DID explain spell speed in an episode just not very in-depth… In Season 5 episode 5 “Child’s play” Rebecca Hawkins plays imperial order and then plays scapegoat afterwards. Joey is confused why she played that card last even though she drew it first and Yugi explains that the last card played activates first. They never say the word “chain” or “spell speed” but it WAS mentioned in the anime
I don’t know spell speeds nor do I know what plus 1, 2, 3, or even a plus 4 is or what minus 1, 2, 3, or what plus or minus on card advantage even f*ckin means anymore. I dont even know what chain 1, 2, 3, or more even means anymore either. I guess I found this article useful idfc anymore. I’m a bit over yigioh now smdh the game ain’t even fun no more. Let me just watch my opponent play out their entire deck for half an hour on turn 1 until I get bored of perusal them play yugioh. That I just say peace and tell them to tell the judge they won the match.
Funny enough you answered literal arguments I’ve had while playing by explain the break down of chains I was always pissed because if I use mud dragons quick effect to change its type but you use dragoons quick effect to negate effects which won saddly you proved me wrong seen as the chain gives 2 the priority
Bro, all they had to do was copy mtg rules and this wouldnt be so shit. Not being able to continue the “chain” or stack just because something resolved makes for gameplay that is very bland and hard to show skill. I could go on, but im just going to quit the game and stop bitching. Have fun playing a game that is somehow worse than hearthstone lmao
Just one question. If my opponent plays a Spell Speed 4 card like The Nordic trap during attack declaration or the battle step, can I start a new chain during the damage step with something like a Limiter removal once the trap has fully resolved? Also what speed spell would be assigned to cards such as Dark Ruler No More? I assume 1 but it cannot be chained to by other card effects.
i hope the writers of Yu-gi-oh would do a yu-gi-oh eight after sevens and I hope they would do it based on domino city being in space. To see the evolution of duel monsters game, how time pass more by into the future especially I hope that the fans would ask for a 8-way duel between the king of games protagonists in the near future. After Yuga that is.
Great work, but there is a huge misstake not all effects have spell speed, Cyber Dragon effect is just CD build-in summon method and does not start a chain link nor have speed spell since, also continuos effects of monsters or cards don’t have spell speed, nor generate a chain link and their effects are never activated, CD does not activate the same applies for Quickdraw Synchron. What you can say as a matter of fact is that every effect that can be activated or must be activated in order to be used has a spell speed, or every effect that may start a chain link has spell speed either 1, 2, or 3.
I wonder, what would happen if they made a monster whose effect was that you could chain normal traps to counter traps and monsters summoned from your hand or deck can respond to countertraps activated in their column. Considering the countertraps are mostly just negates, I don’t think it would do much.
Forbidden Droplet is a special case of Spell Speed. Basically you can’t activate any effect with the same card type to the cards used as the cost for Droplet. So if they discard a trap card as the cost, you can’t activate any trap cards in response to it, including Counter trap cards, but you can still response to it with monster and spell effects. But once they discard all type of cards (monster, spell, trap) as the cost, you won’t be able to activate anything to it as Chain Link 2. Basically, Forbidden Droplet is a Spell Speed 2 card with 1/3 to complete Spell Speed 4 heritage.
Really informative and understandable vid. Tanks! I have one question tho: At 5:28 u mention that the opponent cant play his quick spell card since a spell Speed 3 trap card has been activated. Does that mean u could chain a quick spell card to a spell Speed 2 or lower card, even if its still in ur hand? And if so, whats the point of Setting Spellcards facedown, since then they are more suseptible to removel? Actually scrap the second question, i can think of a couple situations where it could be usefull.
Basically the thing with with “spell speed 4” is that unwritten rule of yugioh that states, in my words, “Regardless of the game rules, If a card say so, it is possible”. So if a card say that it cannot be negated or chained, nothing can negate it or chain it, even if it is a spell peed 1 or whatever.
With the new card crap coming out spell speed is now redundant because something with a lower spell speed can now outspeed cards that are supposed to be faster than it. They need to work on fixing and balancing cards that are out now before releasing new stuff and I think the main thing they need to fix is how the spell speed works like maybe putting an icon with a number next to it to denote what spell speed the card is for example a card that is spell speed 1 cannot be beaten by a car that is spelled speed 2 and down the list it goes because the effects of the cards be damned it doesn’t matter what your card says it does if it doesn’t have the speed to beat mine then it does not resolve until mine does because it is too fast for you to chain it to mine.
Spell speed 4 makes me curious about cards that actually COULD respond to them. Like if a card says it can be activated regardless even if it says it couldn’t. I guess an example could be like someone activating super poly, then a different card in the chain says that it can be activated even if you couldn’t respond to card effects. I dunno, silly thought lol
Maybe a dumb question but I would definitely like to get an answer to this; can I use Swordsoul grandmaster chixiao effect as a chain link 1? So for example it’s the start of my main phase and I want to immediately use his effect to banish a card from my graveyard to negate my opponent’s monster effect. Can I do that? Or can I only use his effect as a reaction to some other effect activation?
You’re incorrect about Cyber Dragon. It’s effect isn’t a trigger or ignition but instead a summoning condition for an inherent summon. The effect does not start a chain but the resolved summon can, similar to a normal summon. A better example would be Mermail Abyssteus or Abyssmegalo. Their effects ACTIVATE in hand and discard for cost, thus can be chained to with Maxx C and you will get a draw when the chain resolves. If you tried to chain Maxx C to the summon of Cyber Dragon, you could only chain to the summon, and therefore would not get a draw, since you do not have to declare the activation of Cyber Dragon’s effect, you just: Summon it.
I hope someone red my comment and help me see if i actually learned anything lol: 1. Is blazars effect on response to a summon a spell speed 3? 2. Aleistairs boost on fusion monster can be activated during damage step right? 3. Is either dark ruler or forbidden droplets “spell speed 4”? Since i remembered one of these is not reponsable 4. If i watched this, am i an idiot then?
Another example of cards that can activate outside of the rules is if a card has a specific time it can activate. They’ll all state specifically when they can trigger. One example is Cold Wave. It can only be activated at the start of Main Phase 1. It can’t be used during Main Phase 2 or after anything has been done in Main Phase 1. Then there’s Curse of Fiend, a normal spell card that states it can only be activated during the Standby Phase.