Showing posts with label Rulings. Show all posts
Showing posts with label Rulings. Show all posts

26/02/2014

Chain Beat Rulings (and Black Garden)

So, yeah, I'm playing Chain Beat recently and I'm pretty tired of explaining in almost each and every game rulings for the deck. A couple of time it happened that if I linked them to Pojo's Guide they'd just say "I don't trust a random forum's post" and if I link Wikia "Wikia's editable by anyone, ya know...". Also, I don't expect them to really believe a blog's post either, so let's just start by saying:
Everything I'm writing here is OFFICIAL.
It will always be taken by somewhere, sometimes I may not write the source, but everything is for sure.

So, let's start:


Wind-up Rabbit is one of the backbones of the deck, but has one hell of a tricky effect. Let's see what bothers up:
1.Wind-Up Rabbit's effect which banishes a monster isn't a cost and cannot then banish under Skill Drain;
2.When Wind-Up Rabbit returns on the field, it isn't considered a Special Summon, it is considered "returning on the field" and does not start a chain;
3.Wind-Up Rabbit's effect cannot be used in Damage Step.
First part is based on Problem Solving Card Text. Reading Rabbit's effect clearly explains that it is an effect, nothing to say here.
Second part will need one of PSCT's main rules: nothing's left unsaid in cards written with PSCT and nothing says one thing while it means something else. This means that if the card doesn't say that it is a Special Summon it means that it isn't, and if no method of summoning is explained it means there is none. The card simply is banished until then, this means that it'll "return" your next Stand-by Phase.
Third part should be obvious given that the only cards that can activate in Damage Step are counter traps, cards which directly modify ATK/DEF of a monster and cards which need to be chained directly to a card.




Evilswarm Thunderbird is our second and last floater, and, while it's mostly like Rabbit, it is worth writing about it:
1.Evilswarm Thunderbird's cannot be activated if Skill Drain is active;
2.When Evilswarm Thunderbird returns on the field, it's not considered a summon and it doesn't start a chain.
Basically, the same rulings from Rabbit, with the only difference that part 3 doesn't exist because it's explicitly written in the card text that it cannot be activated during damage step.



Black Garden is a difficult card. With PSCT. Without it it'd have been pure hell. Thank you, guy-who-proposed-PSCT-at-Konami-TCG:
1.If you summon a monster while Black Garden is active, but one of the two effects of Black Garden cannot be used (halving the ATK and Special Summoning a Token), the other works as it should;
2.Black Garden's effect upon summon starts a chain;
3.Once a monster's ATK is halved via Black Garden, its ATK is set on that value and won't change if a card which gave the monster that ATK doesn't apply its effect anymore;
4.If a monster is removed from the field and later returns, it won't have its ATK halved.

I decided to write only the most important ones, so to lighten the charge of the post, not making it too heavy of a read for it to be linked fast.
The first part is given by this article about PSCT, as you can see, Black Garden uses "also", meaning that neither is needed for the other.
The second part is purely obvious given the card, it being a trigger effect it must start a chain.
Third Part is, instead, the trickiest part. Based on the rulings of other cards which halve monster's ATK we can say that if there's Tenki on the field and then Rabbit is summoned while Black Garden is on the field, Rabbit's ATK will go to (1400+100)/2=750 ATK. If Tenki is then removed, Rabbit's ATK will stay at 750. This is pretty important if a monster gets an ATK boost in chain with Black Garden. Let's assume the following situation: there's Black Garden on the field, your opponent uses Call of the Haunter and summons Traptrix Myrmeleo. The chain will go as following:
Chain Link 1: Black Garden
Chain Link 2: Myrmeleo
If you did nothing now, Myrm would just go ahead and destroy your garden, leaving you open against a 1600 ATK Myrmeleo. Ahh, it would be nice if you could stop her effect so that you can just crash onto it with a Token gotten from her summon or something like that. Oh, but you can! You have that Forbidden Chalice, so you decide to chain it.
Chain Link 3: Forbidden Chalice.
The chain is then resolved:
Chalice boosts Myrm's ATK making her 2000 ATK and negates her effect; Myrm does nothing because her effect is negated; Black Garden goes ahead and halves Myrm's ATK making her ATK 1000 and summoning a token on your side of the field. All's well, your opponent will just destroy your token and deal you damage, BUT even after the End Phase, Chalice's boost won't go away, keeping her at 1000 ATK, which kind of hurts, but still doable by Rabbits and Thunderbirds.
Back at the rulings, part four is, instead, more obvious than everything else, but I got this as a question, too, so I figured I should have written that. If the monster isn't on the field anymore, its ATK goes back at the original value and when it returns the field it won't be halved (unless it is Summoned).


Hope it was a nice read, if I get other problems like those, I'll try and write them here. If you have something you'd want me to write, go ahead and say so.

See Ya.

19/08/2012

10.000 Visits Special #4: Duelist Pack: Kite Tenjo (Review)

There's a pack I like a lot, it's actually the Kite Tenjo duelist pack, so I said myself "why not to review it?". That happened, so, here it is:

Photon Satellite, actually a personal tannhauser gate. It boosts an other monster's level by 1, and it can xyz with that other one. That'll make easier summoning dyson sphere, I believe this card was meant for that. Sadly, works only with photons, not galaxy. Well, thrasher could be a good card to use with this.

Galaxy Wizard, the card that actually convinced me reviewing this pack. It's actually broken card. Level 4 that can boost itself to 8, searchable via accel light, supported by other galaxy support cards and has another great effect. Tribute him and search a galaxy CARD. Not only monsters as his cousing photon lizard, so you can search other than some support cards, like galaxy expedition, even galaxy queen's light, we'll see why this matters while reviewing a later card. Oh, was about to forget this, his search effect works under skill drain, have fun.

Galaxy Knight, wizard-searchable, easily summonable, can summon a galaxy dragon from the grave to go into easy R8 XYZ. Good card, could have been better, but thinking of it a little better and it would have made this deck totally broken. Summoning this with satellite on the field means canopy, only two cards are needed, then, satellite on the field+knight. What's more, this card works well with galaxy expedition.

Photon Slayer, good card, not awesome but good. Is a target for expedition, better than nothing, uh? And with satellite it is bounzer/ptolemys. At least is easily summonable.

Kuriphoton, awwww~~~~ I love this card, it is actually a kuriboh in a photon version, and look at that art, it is the first kuriboh with a serious face, love it. Actualy the effect isn't that great, but it stops both OTKs by battle and by effect, you should side this, I think.

Photon Pirate, well, you'll say, a 3k beater, what's bad in that? The remotion. If tour was still at three, it wouldn't have been that bad, since it's searchable via lizard/accel light, but it being till the end phase is bad. However, wouldn't have been a great card given the level (3).

Dimension Wanderer, lollish card. If it wasn't one of them per turn, I'd have used photon veil to trigger awesome OTKs. Galaxy Eyes is easily searchable and summonable, use photon veil, add 3 of this, attack, gg. Sadly it isn't, it would have been tons of fun, since it wouldn't ever be even touched from the banned, given the fact it wouldn't have been meta. Well, nice card, I believe that being nice isn't enough to play this card.

Radiant Quantumlight Paradios, originally the name contained "photon" in it, but looking at the original name it has a different katagana, so they decided to change the possible traduction to this, that would have made no player make mistakes with this card. It actually is pretty generic, and has an incredible effect. You don't know how I hate veiler, sometimes, because it works only in the main phase 1 of the opponent. Well, in the next meta veiler will be less needed, and this card, that works only in your turn, will be considered lot more powerful than now. The drawing effect is awesome, surely better than the negation effect, too. I believe that all of the deck will play compulsory, now.

Galaxy Expedition, comboes essentially with everything, awesome card. Searchable via wizard, makes lots of common plays awesome. Even Satellite on thrasher and then this wouldn't be bad, but that's one of the low-level plays, there are greater one, like using wizard's effect to activate/search this. The deck won't be a combo deck, so don't expect great plays, but one at time, you'll gain crazy advantage on your opponent.

Feeling towards the Future, nice card, even if the text is still unclear. Basically, it's unknown if we need to use all of three for the same xyz or it's just necessary to use them as xyz material even in 3 different monsters. Well, doesn't really matter, anyway, since this card is meant to be used with star light star bright or Galaxy Queen's Light.
Did you notice something? Galaxy Queen's Light is wizard-searchable.
The only problem is that you'll need to play monster with at least three different levels in your deck. Well, LV8, 5 and 4 should be fine.
Actually, this card isn't even limited to galaxy/photon decks, you can use it anywhere. Summon three monsters to tribute two for Prime Material Dragon and gain 4000 lps during the end phase, while still having a monster on the field, possibily something that works in the grave, like a recruiter. It's actually a funny card, I believe we'll see lots of fun decks playing this card. Remember that one day of peace can actually stop the damage.
EDIT: actually, thanks to Danieru Lynx (believe Danieru is japanese pronounciation of Daniel, isn't it?) I've got a more affidable text of the card, you can read it down in the comments. It basiaclly flips everything I said, you'll LOSE lps during the end phase, so you can't use prime material to gain lps. What's more, it says that you have just to xyz during this turn to don't have to lose all of that damages, not that you have to xyz with 'em. A good thing is, then, use this, summon something with the same level of one of your monsters, xyz, and you won't have any more troubles.

Accel Light is a really good card, if you could normal summon that turn it would have been really broken. 'nuff said.

Galaxy Zero, not bad, really, is a personal premature, thinked for XYZs. It does even provide some protection since the summoned monster can't be destroyed by battle once.

Well, this was all, hope you liked it. Once they'll be on DN I'll build something, expect to see it here. Stay Tuned.

23/07/2012

Card of the Week #10: Gorz the Emissary of Darkness

When you take damage from a card your opponent controls: You can Special Summon this card from your hand. You must control no cards to activate and to resolve this effect. When Special Summoned this way, activate the appropriate effect, based on the type of damage. ● Battle Damage: Special Summon 1 "Emissary of Darkness Token" (Fairy-Type/LIGHT/Level 7/ATK ?/DEF ?). Its ATK and DEF are each equal to the amount of Battle Damage you took. ● Effect Damage: Inflict damage to your opponent equal to the amount of damage you took.

Random Rulings:
1.Gorz can't interrupt a chain, so if you take damages in the middle of a chain (let's say MST on setted secret barrel, and your opponent chains it, you won't be able to summon Gorz)
2.The summoned token has no effect.
3.If you use Shrink on the token, the token will have 0 ATK till the end of the turn, and then she'll have back her initial ATK.

Explanations:
First one needs nothing, since it's not a continuous effect, you won't be able to summon him during a chain.
Second one is because Gorz's effect is a "lingering" effect. Read more here.
The token's original ATK is ?, so if an effect says that you can double/halve a monster's ORIGINAL atk, and you use it on a monster with ? ATK, it'll have 0.

Close look:
DARK, lots of supports, if you're in an advantage that your opponent can't destroy and you don't need him there are a lot of ways to get rid of him, namely Grepher and Allure;
LV7, sadly not LV8, but still, could be used for some XYZs;
Fiend, they got some good supports, nothing special, though, if I had to say one, I'd say Hate Buster;
2700 ATK and 2500 DEF, awesome stats, can get rid of a big part of the cards in the actual meta and doesn't suffer maestroke given his 2500 DEF.

You should know, I love this card, I play him everywhere it's possible, and even where it isn't (my madolche says hi, 3 field spell, 2 continuous, 10 traps and lot of ways to protect our monsters, and still I play him). Why do I like him this much? He himself is a win condition, if you can summon him, you probably can win, too, just like BLS, only that he's summoned on your turn, reducing your opponent's answers (since you can manage them better) and isn't restrictive on the card we need to have on the field.

A good player that can play this good, will have good times with this good card, if good placed in his good deck. Why this big amount of good? Just wanted to write 'em, LOL.

This card himself being a win condition itself is playable in lots of decks, though, deck that did have some continuous spells/traps wouldn't play this. Right now it is pretty much the same thing, but with a little "revolution" that happened regarding GBs, lots of players started playing him in lots of decks. GB players started playing this card saying "if we have cards on the field, we're still winning, if we don't, this card'll help us winning". I, personally, started playing this card in lots of places, adapting this mind-set to other decks. Well, you need to do some little sacrifices if you want to add a 1-card Win Condition, but still he's really good.

In the past I worked on a deck based on this card, some cards that could fastly get rid of cards on the field without -1 ourselves too much, and preparing for this card's summon, then protect him no matter what and win. Hate Buster was one of the cards I played in there, a good one, too. I'm thinking of "revamping" it, I believe it would be fun, and I could play it a little more antimeta and use other cards that could be win conditions, too, like fossil dyna and safe zone along with some control cards and a decent monster on the field. I could even try going into a monster-lacking build, jsut gorz and Eatos, along with some cards that auto-banish themselves, Fader, Warrior Lady, Cyber Valley and so on. Yeah, could be kinda good.

However, I noticed that, no matter the fact that pretty much everyone knows this card, most tend to forget his other effect, the damage-mirroring effect. I take damages? You do too, and I summon a beatstick too. It helped me against some Burn decks, 6 turns of Wave-Motion, activate, deal 6000 damages, SS Gorz, inflict the same amount. He had used a solemn warning against my black rose, so it was all fine and good and he lost. Yeah, kinda funny game.

Sorry for this little post, but today my PC had some problems, and I wrote all of this from my phone, since I had no other PCs aroun the house. Hope it was enough however.
See Ya, I suggest you to look forward for tomorrow, I'll do a big Full Review of Abyss Rising.

P.s. 100th post.

13/07/2012

Useful Rulings and Game Mechanics #4: Self-Generated Rulings

I've created the page with all of the post of Useful Rulings and Game Mechanics, read it, be sure to know everything that's in there before reading this. You can enter the page from the link above or in the page list, right above the post list.

Self-Generated Rulings, What does it mean? How could know this help?

With "Self-Generated" I mean that you yourself generate the ruling for the situation you need. To say it bluntly, you won't always have the ruling for the specific situation you are in, so you'd need to generate a ruling based on what you already know.
To do this 3 things are needed:
-Know a good number of rulings, mainly the one of the most played cards, but you'd need rulings of less played cards, like if we are going to think about Hopper (that's a special case, we'll talk about it later), we'd need Drill Warrior (a known card) but even Overpowering Eye to compare them and see differences and similarities;
-Know the basing of yugioh but taken to an higher level, know the phases of the turn, but even sub-steps, know chains, but even spell speed, and so on, and to do this, you can read the other articles, I linked them at the start of the post;
-Impartiality, if you're going to generate a ruling by yourself, you'd need to be impartial, since if you're looking for a true ruling that could affect your next games, you'd need to consider only the cards, and not that those cards are yours, and the other are of your opponent, since you would more likely judge you winning that situation, and if you do so, you'll lost the game because of a misplay from this.

Of course there are judges in official tournaments, but calling them will make your opponent suspect that you're doing something. Of course if you're not certain of your ruling, it's better to call a judge, but if you can avoid that, why not?

Once per turn: You can equip 1 "Inzektor" monster from your hand or Graveyard to this card. While this card is equipped to a monster, that monster's Level is increased by 4. While this card is equipped to a monster: You can send this Equip Card to the Graveyard; the monster it was equipped to can attack your opponent directly this turn. Other monsters cannot attack the turn you activate this effect.

Let's see the example I said earlier, Inzektor Hopper on first turn. It is still an unofficial ruling, so you'd need to ask the Head Judge about his opinion on that ruling, and what he believes will matter for all the tournament, so be sure to ask before.
Hopper says that you can un-equip him from a monster to make him attack directly this turn, while forbidding other monsters to attack, but what if we want to use his effect on first turn?
Let's see similar rulings, Overpowering Eye, says that you can't activate it if the monster you're selecting can't attack, so during first turn or while targeted with fiendish chain, doesn't really matter. Overpowering Eye is a Spell Card, though, and we all know that Spells and Traps work differently from monsters, but it is still to be taken into consideration.
Now let's see another monster with pretty much the same effect, Drill Warrior, his effect says that you can halve his ATK (as a cost) to permit him attack directly.
All of them say "can", not must, so the monster won't be obligated to attack directly, can decide not to attack or to attack normally another monster.
What's different? I consider them a question of costs and field/hand/graveyard/deck/banished zone differences. Basically, if a card is used without changing anything, except itself being sent to the grave, it couldn't be used. However, that's not precise, more than a card, it is applied to spell and trap card, like Dark Hole with no monsters (sorry, know the link to dark hole wasn't needed, but it's my policy, in these post I need to link every card I name at least once).
That's all, it was fast solving this. However different Judges have different opinions, be sure to ask before start playing.

Want another example?
You can Special Summon this card (from your hand) by banishing 1 LIGHT and 1 DARK monsters from your Graveyard. You can Special Summon this card (from your Graveyard) by sending 1 LIGHT and 1 DARK monsters from your hand to the Graveyard. When this card is sent from the field to the Graveyard: You can target 1 Level 5 or higher DARK Dragon-Type monster in your Graveyard; Special Summon that target.

I believe that everyone who follows new sets of card before they reach their own country noticed this, Lightpulsar Dragon initially had an "If...You can" effect, making it never losing the timing. An easy FTK loop was generated from this, Toon Cannon Soldier, Lightpulsar Dragon and Red-Eyes Metal Darkness Dragon (REDMD).
Just, Normal summon Toon cannon soldier, SS Lightpulsar someway, it's ok even if it is with REDMD, eff toon, send redmd if you have one on your field, inflict damages, then send lightpulsar, inflict damages, SS REDMD, use REDMD's effect to SS Lightpulsar, rinse and repeat.

However this doesn't, luckily, work anymore. They changed the text, before the card was out, into a "When...You can" effect, making it losing the timing, but why? Why does it lose the timing?
Let's see toon cannon soldier's rulings, or, better, his text and deduct everything.
This card cannot attack during the turn that it is Normal Summoned, Flip Summoned, or Special Summoned. When "Toon World" on the field is destroyed, destroy this card. If "Toon World" is on your side of the field and your opponent does not control a Toon Monster, this card can attack your opponent's Life Points directly. Tribute 1 monster on your side of the field to inflict 500 points of damage to your opponent's Life Points.

As you can see, then, tributing is a cost, so it would be like this:
Cannon's effect, tribute, resolve the chain, do damages. Lightpulsar lost the timing because of tributing him wasn't last thing to happen.

So, be sure to know this post perfectly, it helps a lot. New cards with no official rulings, yet, unexplored situations, searching for a loop and don't know if it works or not, just know this and it will solve pretty much everything.

I believe this was one of the most useful post I ever did, lol.
Well, Stay Tuned, I think I've got one more argument to talk about, I think I'll write t tomorrow.

09/07/2012

Card of the Week #8: Constellar Ptolemys Messier 7

2 Level 6 monsters
You can also Xyz Summon this card by using 1 face-up "Constellar" Xyz Monster you control as the Xyz Material, except "Constellar Ptolemys Messier 7". (Xyz Materials attached to that monster also become Xyz Materials of this card.) You cannot activate this card's effect the turn you Special Summon this card this way. Once per turn: You can detach 1 Xyz Material from this card to target 1 monster on the field or in either player's Graveyard; return it to the hand.
Random Rulings:

1.Summoning this card by overlaying it on an XYZ monster is considered a proper XYZ summon;
2.If this card is the only monster on the field, and there're no monsters in both grave, you can still use this card's effect and retrieve the detached monster;
3.If this card is summoned with its effect, and then you flip it face-down and then face-up, you can use its effect.

Explanations:
For the first one there isn't really an explanation, since it is clearly written in the text, more than an explanation there's a result for this.You'll be able to reborn this card with call of the haunted, monster reborn or even XYZ reborn.
The second one is really simple, Messier can bounce itself, nothing says he can't, and, how I said lotw of times, you need at least a valid target before you activate the effect, then you decide who's your target, in this case either messier or the material.
Third is the easiest one, it says "you cannot activate this card's effect the turn ecc...", if instead of "this card's effect" it had written "Constellar Ptolemys Messier 7, you wouldn't be able to do so.

I talked alot about this card in the past, haven't I? Let's see this card closely first:

-Constellar monster, got a lot of good supports, expecially because it is a Constellar XYZ, however those supports are to be played in Constellar Builds.
-LIGHT, we all know that LIGHT monsters are supported in a lot of ways, don't we?
-Machine, maybe one of its main weakness, could be used as material for chimeratech fortress, even if Machine got some good support, nothing special, though.
-"2 Level 6", generic XYZ summon, that's what makes this card great, monarchs, gishkis, LV6-abuse builds, and so on.
-Another way to XYZ summon it, got an effect that makes its summon easiest, you can XYZ summon this card by simply putting it on top of a Constellar XYZ monster, however the turn you do so, you won't be able to use its effect.
-Awesome stats, while you can understand at first catch why 2700 ATK is great, if you're a new player or a returning one, you won't easily understand why 2000 DEF is great, that's for Maestroke. Maestroke's effect flips it face-down, to attack it. That works with a lot of monsters, because monsters who have high ATK, won't have high DEF, while this card has both. Utopia itself can't run over this card, even pearl's atk isn't enough, Gaia won't run over it. The only one that can kill it are Zenmaines with his effect, and thus while taking some damages, acid golem, and thus while seriously limiting his owner's moves, and a combination of Maestroke and a monster with at least 2050 ATK, and it does need a lot of efforts for a deck that doesn't abuse of XYZs. Another monster that could get rid of it is God Dragon of Heliopolis, or something like that, don't fully remember his new name, the old one, though, was ennead, you all should remember him.

Sadly, still OCG-only. More pesonally speaking, this card is kinda awesome, generic XYZ summon, even a specific one by overlaying it over a Constellar XYZ. It got even an awesome effect, bounce monsters on the field, retrieve monsters in the grave. Not to talk about its great stats, which I talked about earlier.

I love this card in monarchs, Illusion Snatch does a great job in there, normal caius, use his broken effect (I believe his effect is one of the most brok in the entire game, only that being a tribute monster it isn't as broken as tour guide, but thinking of that if tour guide were a LV3 monster that required to be normal summoned a tribute, she would be pretty caius-like, theorically awesome effect, but when it comes in play, that -1 is for her normal summon isn't good), then SS Illusion Snatch, go into Ptolemys, recycle either Illusion Snatch or Caius (the one you don't want to risk to los, if you have another monarch in hand, I'd take Illusion Snatch, if I haven't I'd take caius to normal summon him when needed). Next turn, if Ptolemys is still there, take the remaining one, tribute it for caius, use his broken effect, SS Illusion Snatch, go into another Ptolemys, rinse and repeat 'till you win, lose or run out of Ptolemys.

This card is an awesome one in Gishkis, mainly Gishki Hieratic where it has a loop, discard Shadow, add AquaMirror, eff mirror, discard (or to be precise, tribute from hand) tefnuit, SS Gustkrake, see 2 cards, send 1 back, SS Wattdragon/Luster Dragon#2, XYZ Gustkrake and Luster Dragon#2 into Ptolemys, eff ptolemys, detach Gustkrake, add Shadow. Eff Mirror, return it to the deck, and take back Gustkrake, eff shadow, search again mirror. Rinse and repeat this too, till you run out of Hieratics/Ptolemys. If you draw into multiple copies of Shadow, for a turn you could retrieve a hieratic, in place of a shadow, that way you can make the loop stand one more turn.

Ptolemys gave birth to the XYZ Climb, which I talked about in the past, in this post. That's an easy way to summon what's needed, mainly this one for the next turn, or gaia to run over nasty reapers or cards like that. You could use XYZ Gift while doing the XYZ Climb, since you're not going to use all of the material. Let's say you draw into Batteryman AAA, SS another AAA, XYZ into Omega (2 XYZ material, at this point you could yet use Gift), Chaos XYZ Change into Ptolemys (if you haven't used it before, you could use gift now, because it has 3 material under it, right now), Chaos XYZ Chang einto Gaia (now you could use 2 Gifts, since it has 4 material, if you haven't used any before). However Gift has a nasty restriction, you need 2 XYZ monsters on the field, that's bad. However if you are doing the XYZ Climb you could do as in the post I linked, go into ptolemys, wait a turn and then do the XYZ Climb again, while having 2 XYZs on the field.

As said on the Ptolemys' tips page, you could use Future Fusion (you know how much I love this card, don't you?) to send 2 Gigaplants or Il Blud, SS one with Swing of Memories, Gemini Summon it, use its effect to SS anoter one from the grave, then go into ptolemys, use its effect to take back one of the materials.
Before continuing, you must know that when glow-up bulb and spore were banned, I was sad not for Plant Decks (or to be more precis, synchrocentric decks, since only few cards of the original plant deck were still there), but for GigaVise, one of the deck I loved. Well, they are replaceable in there, but no one will totally fill their place. However, with Copy Plant you'll be able to go into this card, send supervise to the grave and SS another gigaplant, while you can use ptolemys' effect to take back copy plant to NS it next turn and go into another R6, or, if you got another supervise, you can SS spore ang do immediately into a synchro or another R6, while triggering again Supervise.


Well, That's All Folks, while writing this, I had the urge to play GigaVise again, once I'll have a bit of time, I'll rebuild it, and then, if it works, I'll post it here.

P.s. want a little tip? As you could imagine from reading the link of this page, I initially wrote card of the week #7, in place of 8, that probably was because of ptolemys being "Messier 7", and, being not to concentrate, I wrote it like this.

02/07/2012

Card of the Week #7: Geartown

Both players can Tribute Summon "Ancient Gear" monsters with 1 less Tribute than required. When this card is destroyed and sent to the Graveyard: You can Special Summon 1 "Ancient Gear" monster from your hand, Deck, or Graveyard.


Random Rulings:
1.Typhoon chained to geartown's activation, will prevent the summon of the ancient gear monster.
2.Solemn Warning on Geartown's activation will make geartown's effect work.
3.Magical Hats will make Geartown's effect work, even if destroyed by battle or by an effect.
4.Using ancient fairy dragon's effect to destroy this card, will make this card's effect work, but if you choose to search, you won't be able to summon from geartown's effect.
5.If Geartown is on the field and:
you activate a new field spell card, you won't be able to use geartown's effect;
you set a new field spell card, you will be able to use geartown's effect;
your opponent activates a new field spell card, you will be able to use geartown's effect.

Explanations? Yeah, I'll do them.
Number 1, pretty easy, Chain Link 1, geartown, chain link 2, typhoon, resolving backward, typhoon'll destroy geartown, while geartown is still resoling. Last thing to happen is geartown resolving, not destroying, then you won't be able to use its effect.
Number 2, same thing as before, only that since warning/judgment/other negating-and-destroying cards, negate geartown, so it will be like: chain link1, geartown, chain link 2, warning, resolving backward, warning will negate geartown and destroying it, and geartown won't resolve since it is negated, so last thing to happen is geartown's destruction.
Number 3 doesn't need explanation, is only like that, while number 4 implies missing of timing, like number 1, gaining 1000 lps and destroying happen at the same time, so it'll work, but if you decide to search, last thing to happen will be searching, since it happens after that, and geartown will miss the timing.
Number 5 is easy, when you activate a field spell, you first destroy your field, then activate the new one, so you'll miss the timing, if you set it, you first destroy it, then set the new one, but since the new one hasn't nothing to resolve being face-down, you'll be able to use geartown's effect, when your opponent activates a field, he'll first activate his own field, then destroy yours, so geartown's destruction'll be the last thing happening.

Let's see the card, objectively, closely:
-Field Spell card, indipendent from the other spell/trap cards, as it'll have his own zone where to be played, and you'll never risk it being clogged, since you can destroy the previous spell card. Being a field, it's easiest to be destroyed, and you'll be able to use succesfully its effect easily. If your opponent doesn't know well this card's rulings, he will either solemn geartown triggering its effect, or WON'T chain typhoon to this card's activation, because he'll think that that would trigger its effect.
-First effect that most players forgot, is sometimes needed, you could even normal summon that gadjiltron with only a tribute, if you dont have anything to destroy geartown in that very moment.

This card is a great one, just destroy it and summon a 3000 attacker that won't permit your opponent activating mirror force/dimensional prison while attacking.
I have a project with this card, I won't talk about it because I want it to be a surprise, so the post may be shorter than expected.

I talked about this card in the scrap post, it had a lot of synergy in it, going into dragon, getting another big attacker.
This card is used in one of my favourite actual decks too, GearMaleficAntimeta, a deck that uses necrovalley to control and to summon gadjiltron with geartown, while keeping controlling the field with malefic if you don't draw into geartown. Having 5/6 field spell, will let you use 2/3 terraforming and never run out of targets, except expecially unlucked hands. Being stardust level 8, and gadjiltron too, you could sometimes go into some random and emergency rank 8 monsters. I think I'll post one day this deck, even if the actual build isn't even mine, since I'm not playing it in these days, I haven't changed nothing from the original one, took from a pojo user I'll be sure to ask his permission and credit him, but right now I don't remember his nick, LOL.

Another popular and good way to use it is by using Black Salvo, mainly to summon BRD to wipe out the field, destroying geartown and summoning gadjiltron while having a clear field, OR going into ancient fairy dragon if your opponent hasn't nothing dangerous or you have a good field you don't want to ruin, you'll get 1000 lps and a new beatstick, while summoning a 2100/3000 monster.

However this card's effect is not limited to gadjiltron, you could even use in a less competitive build, magical hats to summon two ancient gear of the same level and going into XYZ, mainly Gadjltron Chimera as level 6, going into the beloved and loop-generator ptolemys or the hated bounzer.

Well, sorry for the little post, but I'm going to post another thing that involves this, like I said before, so I didn't want to waste some resources for the other post in this one, if I did that it would have be boring reading the same things twice.

25/06/2012

Card of the Week #6: Overdrive Teleporter

This card cannot be Special Summoned. You can pay 2000 Life Points to Special Summon 2 Level 3 Psychic-Type monsters from your Deck. This effect can only be used once while this card is face-up on the field.

Random Rulings:

1."This card cannot be Special Summoned" is not an effect, therefore not avoidable, not negable with Skill Drain or things like that.

2.Paying Life Points is cost.

Explanation? Not at all, it's not needed, at least if you want to check out something about costs you can see this other post.

Seeing this card closely we'll notice (from an objective point of view) that:

-He's LIGHT, easy material for BLS, probably, and other random supports;
-He's Level 6, can be useful for a lot of stuff, we'll see that later;
-He's Psychic-Type, Psychic supports for life points, but even for synchros that need a Psychic-type non-tuner, but I doubt this will be useful, except for a case I'll be sure to talk about later;
-He's got decent stats, 2100 runs over good level 4 monsters, but under a lot of easily summonable boss monsters. Sadly 1200 isn't enough to face Maestroke, mainly.

Leaving aside the Objective part of the review, we could say that this card is like a Psychic Monarch. That's not totally wrong, yeah, Monarch generally have 2400 ATK, this one as 2100, but still he is level 6, and this is what really make a monarch a monarch (even if there's an exception, but doesn't matter, LOL). We'll see why I mentioned them later.

Putting aside the big cost for the effect, that could be avoided with Telekinetic Charging Cell or Brain Research Lab, he's effect is awesome, is basically a double emergency teleport, only that he's frozen on lv3 and no other levels.

What could we do with the summoned monsters?
-XYZ into a rank 3 monster, knowing banishing properties of Psychic, it will be more likely Leviair;
-Synchro them into a level 6 synchro, if you summon 2 EARTH monsters you could even go into Barkion and have some protection;
-Synchro one of them with Teleporter and go into Hyper Blaster and use the other one for various sheningans;
-Use both's effect to do various abuses, it isn't totally hard;
-Use both to go into a Level 6 Synchro, maybe brionac to get rid of cards, attack, then XYZ them both into Photon Strike Bounzer to control more or into Constellar Ptolemys M7 to retrieve something, maybe Teleporter itself to Tribute Summon him using Bounzer itself as tribute and repeat the combo.

I like the last one, but probably it isn't totally good, but could be used when needed, not multiple times because of the 2000 LPs cost. If you have followed recent updates on the Monarch scene or you simply saw Illusion Snatch, you probably thinked of the easy loop of going into a monarch, summoning Illusion, attack, then XYZ into ptolemys, retrieve one of the 2, on the other turn retrieve the other one, tribute ptolemys for the monarch (if you don't have other tribute fodders) and repeat the process. Basically the same thing, only that if you have Illusion Snatch in hand you could have, at the cost of 2000 lps and a monster a Ptolemys as a beatstick and a r3 monster/level 6 synchro every turn.
However that's not the main reason why I talked about Monarch sooner, but because of the fact that they have a tribute in common, meaning you can use the same tribute fodder engine (could it be Frog Engine, could it be Emergency Teleport Engine, could it be random Faders and likes put in at random). Teleporter generates other tributes too. You can use his effect, synchro him with one of the summoned monsters and have the other one as tribute fodder, or synchro/xyz the two monsters and have himself as a tribute fodder, or don't synchro/xyz at all and have all of them for an obelisk, or tribute just one, or two, the combinations are a lot.

This card is virtually the best card ever (not really, but it is virtually awesome), but the cost and the restriction are the worst thing that they could add to his effect, The cost is bypassable with Charging Cell or Brain Research Lab, but it isn't recommended except if you want to build an abuse list that spams Ptolemys to recycle him. But the Summoning Restriction isn't bypassable at all, meaning you really have to not Special Summon him, and that's really bad, since you could have really build an abuse build that could have looped with hushed psychic cleric and brain research lab, being careful about lab, of course.


One of the best way to use him would be with Miracle Synchro Fusion to go into Ultimate Axon Kicker. It isn't even needed to explain it, just use Miracle banishing the Synchro monster and a material and you have your Axon Kicker. Kicker helps alot because you can use him (or it, I prefer thinking it is a man, since most of the psychic monsters are men and this card is a synchro+one of them, even if it has the aspect of Archfiend) to regain your payed life points by attacking an opponent's monster. Immune to Inzektors (but he is an infinite target, sadly, meaning they will loop with hornet even if you have no other cards) and Zenmaines, only way is acid golem or leviathan with its effect used 2 times, but with a simple honest you can get rid of both, or simply use a card to protect him or to lower the opponent's monster's ATK.


So, final thoughts on the card is that he can lead to good XYZs, to good synchros, to good fusions and to good tribute monsters, can generate a lot of comboes, expecially with Hushed Psychic Cleric.
Was it fast? Maybe, I reassumed all the possible to make this the littlest possible without excluding anything, just a little test to myself. Stay Tuned.

18/06/2012

Card of the Week #5: Daigusto Emeral

2 Level 4 monsters
Once per turn, you can activate 1 of these effects: ● Detach 1 Xyz Material from this card to target 3 monsters in your Graveyard; shuffle those targets into your Deck, then draw 1 card. ● Detach 1 Xyz Material from this card to target 1 non-Effect Monster in your Graveyard; Special Summon that target.

Random Rulings: (all written by me, since they are easiest to comprend and to learn, other than to apply in other situations, than the ones on wikia's page)

1.You can use both of the effects on the targeted monster, but it's needed that there are respectively before you detach 3 monsters in grave or a non-effect monster in grave.

2.Ritual, Synchro, XYZ and fusion monsters with no effect (an example for each one, Black Luster Soldier, Gaia Knight the force of Earth, Gem-Knight Pearl and Sanwitch) are considered non-effect monsters, and you can Special Summon them with Daigusto Emeral's second effect. Gemini Monsters can be Special Summoned, too.

3.Both of the effect target.

4.You can put back Fusion, Synchro and/or XYZ monsters with Emeral's first effect.

5.Having 3 monsters in the grave for Emeral's first effect is needed, you can't activate it if you have less than 3 monsters, that's the same reason that let ruling n.1 exist. If on the activation of the effect you have 3 or more monsters, but in resolution you'll have less than 3, you won't be able to shuffle the remaining back in the Deck (or Extra Deck) and to draw a card.


Well, these rulings are easy to explain too, first one needs as a "condition" to have at least 3 monsters or 1 non-effect to use it, that would have lead probably to a lot of abuses.
Second ruling has nothing to explain since it says non-effect monsters.
Third effect isn't really explainable, they target, nothing else.
Fourth is one of the rulings I like the most, since putting back isn't a cost but an effect, you can put 'em back and then draw.
Fifth one is good too, since putting back is an effect, if you can't put all the three cards back, you won't be able to put back any, and since that effect hasn't resolved, you won't be able to resolve any other effect, like drawing a card.

Well, let's see this card closely:
1.Gusto, random gusto support, nothing really good, however.
2.WIND, yeah, WIND has some good recycling supports and other things like that.
3.Rock-type, rock isn't really the most supported type ever, LOL.
4.XYZ, mainly re-summonable via XYZ Reborn and then use his effect.
5.Non-specific XYZ material.
6.Rank 4 is easy to summon.
7.Toolbox-able micro-PoA/Reborn
8.Weak Stats, enough to run over low-atk monsters, but a low atk monster won't last on the field more than an opponent's turn, if you don't veiler it.

Yeah, said like this, this card might look a weak card, while it is a weEk card (I didn't prepared this awful pun, and I'm hoping I used this card the right way, it just came up while writing), point 4, 5, 6 and 7 are enough to make him a good if not awesome card, sadly only-ocg for now, mainly point number 7. You should have noticed it by yourself how much it is a good point, if you didn't, it probably is because you haven't read this post regarding various kind of toolbox and why Extra Toolbox is great.

Putting this in a less-objective way, we could say that this card is great because you can basically summon a pot of avarice when needed, surely easiest than drawing into one, can be played in 3 copies and has a legs (LOL). Being XYZ is one of the best advantages, since he is easier to summon than a Synchro in this very moment, and rank 4 are the second easiest to summon, first ones are rank 3 because of inzektors, wind-ups and, mainly, tour guide.

I noticed how people tend to forget the second effect, that's pretty good, actually it won me games with HEROes.
Ex. Opponent had a set card (s/t, more likely trap since he was playing a random heavy trap deck that should have won via Beatdown), he had 1600 lp, I had Alius and Bubbleman and a gemini spark that I setted the turn before and didn't have a change to activate it. I had 700 lp. I wanted to be sure to win, even if in the end the set card was just a bluffed pot of avarice while he had 4 monsters in grave. Just went into Emeral with alius and Bubble, detached Bubbleman and revived another alius I had, then simply gemini spark, drawing totally unuseful stuff (another spark, lol), then went into beatdown with Emeral and won.

That was obvious, but sometimes people tend to forget that, just keep in mind, can help no matter the deck you're playing, even while playing against an opponent's Emeral. I always say to friends of mine, "Random Knowledge Help ALot" (RKHAL, pronounced like Recall), in Italian it was "Conoscenze Random Aiutano Molto" (CRAM, pronounced, with an English-like pronounciation, like Creme, a French word that means "cream", but that is mainly used to say "the best" or "the elite"), when I say Cram, they realize what they should see, what they forget and things like that.

Being a monster is probably the best point in this card even because he can be used for some loops. From the time this card came out I never saw a new loop that was effectively an infinite loop that didn't used this. An example could be my Infernity Gagaga FTK.

Ok, this is all, Stay Tuned, not too much however, since I have kinda finished the top things I wanted to talk about, lol.

08/06/2012

Useful Rulings and Game Mechanics #3: Spell Speed and Various Types of Effects

Here we are, this is the third post for Useful Rulings and Game Mechanics, here I'll post some rulings and game mechanics regarding Effects, Let's Start:

Spell Speed, What's that? What does it helps in?
Spell Speed is a way to classify the speed of an effect, and 3 types of it exist, Spell Speed 1, Spell Speed 2 and Spell Speed 3. You can chain to an effect only effects that has a Spell Speed greater of equal, except for Spell Speed 1, if an effect doesn't specify that. However, only effects have Spell Speed, attacks and summon doesn't, so if you summon a monster, you won't be able to activate bottomless trap hole, following this reasoning. For this, exist the possibility to use a card to "Respond" to an action. This means that you can activate a card when something happens to respond at that, nothing else. Spell Speed 1 are some Spells and all of the monster except for Quick Effect, Spell Speed 2 are Quick Effects, some spells and some traps, while Spell Speed 3 is made only of Counter Traps, nothing else.


Types of Effects, What are the various kind of them? What are the differences between them?
There are a lot of effects, but there are 2 types of effect and under them you can place all of the other: Optional and Compulsory, I talked a bit about them on the first post of Rulings and Game Mechanics explaining SEGOC and chains, be sure to have read that before continue reading this.
Under those two categories we have a lot of other kind of effects, I'll list and explain them here:

Trigger Effect, they are called like that cause they are activated when something happens, all of the Monarch are under this category, because they activate when they are tribute summoned, but even cards that activate when other cards do something, just think of Aurora Paragon, he destroys himself when some monster is normal summoned. However those effects aren't only activated when a monster is summoned, but even when a card is activated, a card is sent to the graveyard and so on. Another category of Trigger Effect exist, it is called Pseudo-Flip Effect, but I'll talk about that later.

Ignition Effect, those are effect that are activated "manually" by the player that control that card. Those effects are usually activated in main phase 1 or 2, except rare cards like Red-Eyes Wyvern. An example could be Rescue Rabbit. If you were playing yugioh before April 25th (for TCG players) or before March 19th (for OCG players) you should know that there were a thing called Priority. I wrote about its disappearance in this post. So if weren't playing before those dates, don't continue reading this paragraph, that could confuse you.
Basically when priority existed, you could have activated Ignition Effect of monsters at the same time of when they were summoned. With Effect Veiler that wasn't a problem, if you activated gale's effect at the same time it was summoned using priority, you could have negated that with Veiler and nothing happened, but the problem is with card that tributes, bounces back, remove themself for COST. As you should know costs are payedat the card's activation, so whatever was going to happens, you paid already the cost, it's like going to an Ice-Cream Shop and paying before you can get your Ice-Cream (here in Italy it is used, I don't knwo the situtation in other countries). Coming back to our topic, if you used Rescue Rabbit's effect with priority, he would remove himself and be immune to Effect Veiler, since he was no more on the field after your opponent has paid the cost and you were stuck with an Effect Veiler in hand with nothing to negate, cause there was no poin in negating laggia if you weren't going to activate a trap after that.
However without priority, this is no more possible and you need to wait till there is no more resolving, so you can avoid those kind of things with a destruction card before they can activate their effect, like Raigeki Break or Effect Veiler before your opponent could activate their monster's effect (because all of the monster's effect are Spell Speed 1, except for Quick Effect (known before as Multi-Trigger Effect, but I'll talk about them later).

Continuous Effect, are effect that don't activate, so that they don't start a chain. An example could be Aurora Paragon, again, since his first effect is continuous, not that when a player attempts to Special Summon a monster, this card suddenly activates and stops the opponent from doing so, he just totally stops Special Summons. Because of that, those monsters' effects can't be negated with Divine Wrath, because with that you can negate an effect that "activates" in that moment, but they can be negated by cards that totally nullify card's effects, like Skill Drain. However, sometimes, there are effects that can confuse you, like Bontiful Artemis. Even if this card's effect is triggered when a counter trap activates, it still is a continuous effect. You can guess that by the fact that you draw DURING the chain, and you know that it is impossible for a card to activate during a chain, meaning that you will be able to draw when the counter trap resolves because it is a Continuous Effect.

(Pseudo-)Flip Effect, they are effect that have "FLIP:" at the start of the effect, meaning that its effect works when it is flip summoned or turned from face-down position to face-up (no matter if ATK or DEF position). Ryko, Lightsworn Hunter is the best example for this. However there are cards that flip some monsters face-up, but clearly state that Flip Effect aren't activated at that time, reason why Pseudo-Flip Effects exist. Basically those cards don't have a flip effect, but they have a trigger effect that activate when they are flipped face-up from face-down. Most known card with this effect is Fossil Dyna Pachycephalo. However, don't confuse them with Flip Effect, they are simple Trigger Effect as they activate when a thing happens (being flipped face-up in this case).

Quick Effect, they are the only Spell Speed 2 monster's effects. They usually have the string of text "You can activate this effect during either player's turn". You should notice however that some Quick Effect can't activate twice or more during the same chain. The most known card with this effect is Light and Darkness Dragon.

Lingering Effect, I believe this one is the less-known kind of effect ever. Bascally this kind of effect activates after the card that generates that effect has resolved, like Final Countdown. This kind of effect can't be negated, except by negating directly the source of the effect at the activation, like Judgment on Final Countdown at its activation.


Hope this helped and, sorry, no images, but today my pc is somehow slow and images weren't totally needed here, am I wrong?
See Ya.

05/06/2012

Useful Rulings and Game Mechanics #2: Kind of Summons, Inherent Summon and External Effects that Cause Summons and How to Negate them

Wasn't sure under what label post this, if in tips for pro playing or rulings, but since this one is going to be a giant post, that would be a giant rule.
Make sure to have read this or know the argument "Chains" good before reading this.

Basically, what are the two kinds of Summons? Normal Summons and Special Summons, I think everyone knows 'till here.
Normal Summons are limited to once per turn, this is a game mechanic (or rule, call it as you want, I'll call them Game Mechanic, but think at them as you want), but there are cards that can freely break this one, like Double Summon or Ultimate Offering, making possible summoning more than a time per turn. The latter breaks another Game Mechanic, the one that says that you can Normal Summon only during your turn, making possible to summon during opponent's battle phase. However breaking Game Mechanics like this isn't a bad thing, because it is expressed by the card itself, so it isn't like "breaking" them, but more likely "ignoring" them giving an higher priority to the cards' effect. In this kind of summons are included gemini summons, normal summoning a gemini monster while he's on the field.

Then there is another kind of Summons, Special Summons. In this kind of summons are included ritual summons, performed via a ritual spell card, fusion summons, performed via polymerization or cards like that, contact fusion summons, performed with two monsters on the field that fuse without using any other card, Synchro Summons, performed via 2 or more materials, and one needs to be a tuner monster (it is specified what kind of monster you need to synchro, but usually they are a tuner and 1 or more non tuner monster), which the sum of their level is equal to the monster you need to summon, XYZ summons, performed via overlaying 2 or more monster with the same level to summon a monster that has a rank (not a level) equal to the level of those monsters, and Chaos XYZ Change Summons, by overlaying a given XYZ monster to summon another one, it is specified on the card what kind of monster you need in order to summon him, Inherent Special Summons, Special Summons caused by the card that's going to be summoned itself or by game mechanics (all of the kind of special summons listed before are inherent special summons because they were caused by game mechaincs), and lastly Special Summons caused by other cards' effect, cards like monster reborn.

That was a long introduction, wasn't it? Well, now let's arrive to the point of the post. A lot of people don't see the difference between inherent summons and other kind, so let's explain them.

Let's see a card:
Neither player can add cards from their Deck to their hand except by drawing them. During either player's turn, when your opponent would Special Summon a monster: You can send this face-up card to the Graveyard; negate the Special Summon and destroy it.
This is the main card that causes problems with other player, someones say that you can negate the summon of a monster summoned via monster reborn with this, but they are wrong.
Let's think about it and examine his effect:

During either player's turn, when your opponent would Special Summon a monster: You can send this face-up card to the Graveyard; negate the Special Summon and destroy it.

So, basically, what does it says? It says that by tributing himself you can NEGATE the summon of a monster. Does this remember you something? Yeah, it does, read the other "Useful Rulings and Game Mechanics post" (I linked it at the start of the post). It is like Solemn Warning. 
We said in the other post that Solemn Warning needs to be chained directly to the effect you need to negate because it NEGATES a card's summon/effect. This one is the same, but why this can't negate Reborn while solemn can? Because Solemn says:

When a monster would be Summoned, OR when a Spell Card, Trap Card or Effect Monster's effect is activated that includes an effect that Special Summons a monster(s): Pay 2000 Life Points; negate the Summon OR activation, and destroy that card.

The bolded part is the one we need, it can negate the activation of a card that Summons. But why Rai-Oh can't?
Well, we'll need chains here.
As you know you can't use an effect while a chain is resolving, so let's think of a chain with only a chain link.
Player B uses Monster Reborn targetting Hyperion in the Grave while Player A has Rai-Oh on the field, a chain is formed. No one chains nothing else, because Rai-Oh can't be chained to a card that SS another card. Resolving the chain we'll SS Hyperion from the grave, and since we are resolving a chain, player A can't negate hyperion summons, because, you know, you need to chain a card that negates directly to the card you need to negate. Hyperion will safely be summoned and he will (probably) kill Rai-Oh attacking him totaly fucking-up player A.

By reading the other post you'll know why Bottomless can destroy and remove Hyperion at that point.
So, Rai-Oh can negate only Inherent Special Summons. So you can negate a fusion summon, a synchro summon, an XYZ summon, the summon of (for example) Cyber Dragon, but not the SS of (for example) Sangan summoned via tour.
To recognize easily non-inheren special summons you can check the card text that has the problem solving card text in it. If it has a colon ":", it isn't an inherent special summon. For example: (Gorz the Emissary of Darkness)

When you take damage from a card your opponent control: You can Special Summon this card from your hand. You must control no cards to activate and resolve this effect. When Special Summoned this way, activate the appropriate effect, based on the type of damage.
● Battle Damage: Special Summon 1 "Emissary of Darkness Token" (Fairy-Type/LIGHT/Level 7/ATK ?/DEF ?). Its ATK and DEF are each equal to the amount of Battle Damage you took.
● Effect Damage: Inflict damage to your opponent equal to the amount of damage you took.

The effect that summons himself isn't inherent because of the colon, the effect from battle damage isn't inherent because it does summon another card and the third doesn't summon anything at all.

There's still a little more tricky card we need to see:

While this card is on the field: Either player can Fusion Summon a Fusion Monster without using "Polymerization", but the Fusion Material Monsters are banished instead of being sent to the Graveyard.
How does Fusion gate works? Let's see it.

While this card is on the field: Either player can Fusion Summon a Fusion Monster without using "Polymerization", but the Fusion Material Monsters are banished instead of being sent to the Graveyard.

There are colons at the start, so even if it is a Fusion Summon, it is a non-inherent summon.
This card is one of the trickiest card ever. We know that TK can't negate non-inherent summon, so he is out of our game. After have read this pretty much everyone that doesn't know this card well would say "Solemn Warning FTW!!!". But he/she would be wrong. What does Solemn Warning exactly do? Solemn can only negate inherent summons and cards that generate summons, BUT, reading it closely you'll see that it says "when...is activated", so it can stop it only when you activate that card, even if you aren't going to summon anything, just like how you can negate Starlight Road or Macro Cosmos with Solemn Warning. So either you stop this card on the activation, or you bottomless the monster summoned or you MST Gate after they removed the materials (being a field spell, it needs to be on the field to apply its effect, so you'll make your opponent remove fusion materials and nothing will be summoned.

If you've learned everything that is written here, you need to learn when and how to apply it.
I'd recommend to study this for random cards like call of the haunted, monster reborn, tour guide from the underworld, but even for Gladiator Beasts, HEROes and things like that. Well, was a long post, but I think it was pretty easy to read because of images and random text. Well, That's All Folks.

01/06/2012

Useful Rulings and Game Mechanics #1: Effects Vs. Costs, Chains and SEGOC

I said in the other post, rule n.7 to be precise, the importance of rulings. Well, I'm now going to explain some useful rulings, I applied them in a lot of duels. Let's start.

Effects Vs. Costs, How are they different one from the other?
Basically effects are applied during the resolution of a card, while costs are paid at the activation of the card, reason why a negated Solemn Judgment will make you pay half of your life points no matter.
I said this first because this will be helpful in pretty much every ruling or to understand some game mechanics, like the one that will follow.

Chains, What are they? How do they work?
A chain is formed when 2 or more effects are chained one at the other, so when one is activated following another one. When a card is activated in a chain, it is considered a Chain Link, they are numbered and they resolve backward. Some things happens while resolving a card effect, so while resolving the chain, others happens while paying the cost, so while activating the card.
Example: I activate Enemy Controller, for his cost I tribute my Treeborn Frog and select my opponent's Inzektor Centipede, then my opponent activates Call of the Haunted. Now Chain Link 1 is Enemy Controller, Chain Link 2 is Call of the Haunted. Resolving backwards your will first SS his selected monster and then your E-Con will take control of your opponent's centipede.
You can't absolutely take control of the monster reborned with Cal of the Haunted because you selected the monster you wanted to take during the activation of your card.
In the meta before this there was a combo used by pretty much everyone, Trap Dustshoot+Mind Crush, it basically let you watch your opponent's hand, send back a card and then discard one or more of them (if they had multiple copies of a card in their hand. There was a question that a lot of newbies asked, "Is it possible to chain one to the other to let the combo work?". The answer obviously is no. Why? Mind Crush asks you what card you want to check during the activation of the card, while Trap Dustshoot's show effect works during resolution, not lettin' you never watching opponent's hand before saying what card to discard.

SEGOC, What does it stands for? What is it?
SEGOC, Simultaneous Effects Go On Chain. You could have guessed by the name what it is, basically, if 2 or more effects activates at the same time they form a chain and no one lose timing, they go on chain following some rules and the others are choosed in which order they should activate.
The rule that rules the order is: (taken from Yugioh Wikia)

  1. Turn Player's Mandatory Effects
  2. Non-Turn Player's Mandatory Effects
  3. Turn Player's Optional Effects
  4. Non-Turn Player's Optional Effects

What happens if a player has 2 or more effects of the same type? Simple, that player choose the order they activate. You're thinking (if you're new to this rule) "how could this help me? It won't help me, of course". Well, you're wrong. Let's examine 2 cards and an Archetype:

Activate only when your opponent Summons a monster(s) with 1500 or more ATK. Destroy and remove from play the monster(s).

When a monster would be Summoned, OR when a Spell Card, Trap Card or Effect Monster's effect is activated that includes an effect that Special Summons a monster(s): Pay 2000 Life Points; negate the Summon OR activation, and destroy that card.

What does these 2 cards have to do with us right now? Well, let's examine some rulings that we are interested in, first.

BTH's effect says clearly that you can activate that card when a monster is succesfully summoned, this means that you need to activate this card right after the chain ends, and only if the monster you want to remove was Chain Link 1.

Being Solemn Warning a counter trap, it needs to be activated directly after the card you want to stop, meaning that if the card you want to stop is chain link 2, this card must be chain link 3, no more, no less.

Well, the archetype that helps explaining this the best is Dark World. They have Optional effect but no one of them can lose the timing because of che "If...You can" part. Let's take in consideration a lucky hand:
Card Destruction, Sillva, Goldd, Grapha, Broww and Snow. Opponent's has 2 face down cards, let's assume they are a Solemn Warning and a Bottomless Trap Hole, and we know that for some reason. What would you do now? We'll activate Card Destruction and blow-up our own ad our opponent's hand to draw. Then all of your monster's effect activate, and, following SEGOC, you can choose in which order they can activate. Possibilities are 24 (if I'm not wrong), and they may seem all the same at your eyes, but that isn't true. Let's take in consideration 2 facts:
-We need to search with snow first and then to draw with broww, no matter when they activate, important thing is that they do that in this order;
-We need to avoid those two set cards.

Let's think. First point isn't hard to achieve, we just need to put Snow in an higher Chain Link than Broww, so that reslving backward we'll first search and then draw, but for the second one? Simple, we just need not to put any of the monster that summon themself in chain link 1 or 5 and we are done.
Possibilities are lower right now, they are 6 and no one of them will affect your game at all.
I would apply this: 
CL1 Broww
CL2 Grapha
CL3 Goldd
CL4 Sillva
CL5 Snow

Well, this was a wall of text, hope I lightened it with these 2 images. I liked this post, it helps me remember some rules that I usually forget but that could have helped me a lot sometimes, so I think I'll continue doing things like this.