History UsefulNotes / YuGiOh

2nd Jun '17 10:50:23 AM Kayube
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%%* [[{{Cyberspace}} Cyberse]]


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%% ''[[http://yugioh.wikia.com/wiki/Link_Monster Link]]'' monsters (blue border with hexagons) are placed in the Extra Deck. They are summoned by sending a number of monsters (called "Link Material Monsters") equal to their Link Number, and satisfying the material conditions on the Link Monster, to the graveyard- other Link Monsters may substitute for a number of materials equal to their own Link Number. Link Monsters have neither levels nor ranks, and have no DEF value- they can't be placed in Defense Position or flipped face-down. Around their art border, Link Monsters have arrows (Link Markers) that point to specific Monster Card Zones. These zones- including those on the opponent's side of the field, if the arrow points forward- become Link Points and can be used to summon monsters from the Extra Deck; many Link Monsters' effects also deal with whichever monsters are in the Link Points.
26th Mar '17 4:28:50 AM shinyshadowklefki
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# '''Standby Phase''': No actions are taken by default, but any card effects that mention the Standby Phase would take place now. Trap cards and Quick-Play Spell cards can also be activated during this phase.
# '''Main Phase 1''': Turn player may Normal Summon/Set one monster, and play as many Spell and Trap cards as they wish. Most monster effects can also be activated. Any monsters on the turn player controls not summoned during the current turn may be switched from Attack to Defense position and vice versa.

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# '''Standby Phase''': No actions are taken by default, but any card effects that mention the Standby Phase would take place now. Fast effects, like Trap cards and cards, Quick-Play Spell cards cards, and Quick monster effects can also be activated during this phase.
# '''Main Phase 1''': Turn player may Normal Summon/Set one monster, Special Summon monsters via game mechanics, and play as many Spell and Trap cards as they wish. Most monster effects can also be activated. Any monsters on the turn player controls not summoned during the current turn may be switched from between Attack to and Defense position and vice versa.once per turn.



** ''Start Step'': The player declares that they are entering the Battle Phase.
** ''Battle Step'': Turn player nominates an attacking monster from his/her own field, and a target monster on the opponent's field (attack declaration). If the attack target is face-down, it is flipped face-up before damage calculation.
** ''Damage Step'': Damage calculation is performed between the attacking monster and the attack target. Calculation proceeds as follows:

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** ''Start Step'': The player declares that they are entering the Battle Phase.
Phase. Fast effects can be activated now.
** ''Battle Step'': Turn player nominates an attacking monster from his/her own field, and a target monster on the opponent's field (attack declaration). If the there is no opposing monster, it can attack target is face-down, it is flipped face-up before damage calculation.
directly.
** ''Damage Step'': Damage The attack target is flipped face-up, damage calculation is performed between the attacking monster and the attack target. Calculation target, monsters are destroyed, flip effects activate, and effects that trigger off any of the above activate (in roughly that order. Be aware the damage step has very complicated deeper rulings). Damage calculation proceeds as follows:



** ''End Step'': The player declares that they are ending the Battle Phase.
** Each monster the turn player controls can attempt one attack (with the Battle and Damage Steps being repeated as necessary), unless otherwise specified by a card effect.
** If a monster declares an attack and a monster is removed from, or summoned to, the opponent's field before the Damage Step, a ''Replay'' occurs. At this time, the attacking player can choose to have their attacking monster continue its attack, designating a new attack target (which may or may not be the original target), or they can choose not to attack, in which case the attacking monster is still considered to have declared an attack and therefore cannot do so again during the same Battle Phase.
** It is important to note that because it is not the Main Phase, only cards and effects that would usually be able to be used during the opponent's turn are able to be used in your Battle Phase[[note]]With the exception that since it's your turn, you're allowed to activate Quick-Play Spells from your hand instead of having to set them first[[/note]]. In addition, during the Damage Step (the "step" directly before, during, and after damage calculation) only Spells/Traps that specifically modify ATK/DEF and Counter Traps can be activated; exceptions to this rule include card effects that have specific activation triggers that occur in the Damage Step (unless explicitly stated not to), or monster effects that negate other card effects.
# '''Main Phase 2''': Turn player can play any additional spell and trap cards they wish. If they have not already normal summoned a monster, they may do so now. They may also switch the battle positions of any monsters that were not summoned and have not battled this turn. (If the Battle Phase is not entered, Main Phase 2 cannot be entered.)

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** ''End Step'': The player declares that they are ending the Battle Phase.
Phase. Fast effects can be activated.
** Each monster the turn player controls can attempt one attack per turn (with the Battle and Damage Steps being repeated as necessary), necessary for each), unless otherwise specified by a card effect.
** If a monster declares an attack and a monster is removed from, or summoned to, the opponent's field number of monsters the opponent controls changes before the Damage Step, a ''Replay'' occurs. At this time, the attacking player can choose to have their attacking monster continue its attack, designating a new attack target (which may or may not be the original target), or they can choose not to attack, in which case the attacking monster is still considered to have declared an attack and therefore cannot do so again during the same Battle Phase.
** It is important to note that because it is not the Main Phase, only cards and effects that would usually be able to be used during the opponent's turn are able to be used in your Battle Phase[[note]]With the exception that since it's your turn, you're allowed to activate Quick-Play Spells from your hand instead of having to set them first[[/note]]. In addition, during the Damage Step (the "step" directly before, during, and after damage calculation) only Spells/Traps specific types of effects can be activated, including effects that specifically modify ATK/DEF and Counter Traps can be activated; exceptions to this rule include card effects that have specific activation triggers that occur in the Damage Step (unless explicitly stated not to), or ATK/DEF, monster effects that negate other card effects.
an activation, Counter Traps, and most Trigger Effects.
# '''Main Phase 2''': Turn player can play any additional spell and trap cards they wish. If they have not already normal summoned a monster, they may do so now. They may also switch the battle positions of any monsters that were not summoned and have not battled or switched their battle position this turn. (If the Battle Phase is not entered, Main Phase 2 cannot be entered.)



'''Monster''' cards are the primary type, and the game revolves around battles between various monsters. Each monster has three stats: ATK (attack), DEF (defense), and (in all cases but one) Level. A higher level very roughly corresponds to better ATK/DEF or effect. Monsters of level 4 and lower can (unless otherwise specified) be Normal Summoned for free. Those of level 5 and 6 require the player to tribute (that is, send to the graveyard from play) a monster they already control, and those of level 7 and higher require a tribute of two monsters.

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'''Monster''' cards are the primary type, and the game revolves around battles between various monsters. Each monster has three stats: ATK (attack), DEF (defense), and (in all cases but one) Level. A higher level very roughly corresponds to better ATK/DEF or effect. Monsters of level 4 and lower can (unless otherwise specified) be Normal Summoned for free. Those of level 5 and 6 require the player to tribute (that is, send to the graveyard from play) the field) a monster they already control, and those of level 7 and higher require a tribute of two monsters.



* Creator God [[note]]Exclusive to "Holactie the Creator of Light".[[/note]]



There is also a third grouping, unofficially referred to as archetypes. These are determined by having a common word or phrase in the card name, such as "[[GratuitousNinja Ninja]]" or "[[{{Superhero}} Hero]]". An increasing number of cards specifically affect monsters of specific archetypes, leading players to complain about inflexibility in new booster packs.

Monsters may be played in Attack Position (vertical) or Defense Position (sideways). In general, only monsters in Attack Position can attack. [[note]]One exception to this rule is the Total Defense Shogun, whose monster effect allows it to attack while in defense position. In this case, any damage dealt is equal to TDS's ATK power. The other is Elemental Hero Rampart Blaster, though its ATK power is halved and it can only attack when you're opponent has no monsters.[[/note]] A monster summoned by a card effect is played face-up unless specified. Otherwise, a monster is Normal Summoned face-up in Attack, or Set in face-down Defense. A face-up monster can only be turned face-down again by a card effect. A player may also voluntarily flip a monster face-up during their Main Phase by changing it to attack position (called a Flip Summon).

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There is also a third grouping, unofficially referred to as archetypes. These are determined by having a common word or phrase in the card name, such as "[[GratuitousNinja Ninja]]" or "[[{{Superhero}} Hero]]". An increasing number Archetypes are the heart of cards specifically affect monsters of specific archetypes, leading players Yu-Gi-Oh, to complain about inflexibility in new booster packs.

Yu-Gi-Oh what colors are to Magic, and most decks are based off them.

Monsters may be played in Attack Position (vertical) or Defense Position (sideways).(horizontal). In general, only monsters in Attack Position can attack. [[note]]One exception to this rule is the [[note]]Exceptions include Total Defense Shogun, whose monster effect allows it to attack while in defense position. In this case, any damage dealt is equal to TDS's ATK power. The other is Elemental Hero HERO Rampart Blaster, though its ATK power is halved and it can only attack when you're opponent has no monsters.most of the Superheavy Samurai archetype.[[/note]] A monster Special summoned by a card effect is played face-up unless specified. Otherwise, a monster is Normal Summoned face-up in Attack, or Set in face-down Defense. A face-up monster can only be turned face-down again by a card effect. A player may also voluntarily flip a monster face-up during their Main Phase by changing it to attack position (called a Flip Summon).
Summon).

Three ways of summoning monsters exists, Normal, Special, and Flip. One can normally do only 1 Normal Summon/Set per turn, but there are no restrictions on the other two.



* ''[[http://yugioh.wikia.com/wiki/Effect_Monster Effect]]'' monsters (orange border) have [[ShapedLikeItself special effects]] that change the rules of the game. There are a few named classes of effect, though most effect monsters do not fall into these classes (that said, not all monsters in these classes exactly follow their classifications either, so the distinction is largely pointless as it's all explained on the card anyway):

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* ''[[http://yugioh.wikia.com/wiki/Effect_Monster Effect]]'' monsters (orange border) have [[ShapedLikeItself special effects]] that change the rules of the game. There are a few named classes of effect, though most effect monsters do not fall into these classes (that said, not all monsters in these classes exactly follow their classifications either, so the distinction is largely pointless as it's all explained on the card anyway):anyway).



** Union monsters on the field can equip themselves to another (usually specific) monster you control, and apply effects to the equipped monster. They can also unequip themselves to be placed back as a monster. Only one Union monster can be equipped to a given monster at any one time, and in most cases if the equipped monster would be destroyed the Union monster can be destroyed instead.
** Gemini monsters are treated as Normal monsters while in the field or in the graveyard. Their effects must be "unlocked" by the execution of a second Normal Summon, at which point they gain their effects and are treated as Effect monsters until they leave the field or are flipped face-down. (There are cards that unlock the effect without the second summoning, most notably Blazewing Butterfly's own self-tribute effect, and the equip card "Supervise".)
* ''[[http://yugioh.wikia.com/wiki/Token_Monster Token]]'' monsters are a special variant, and are not actual cards. Their stats and effects are not written, and are determined by whatever card was used to summon them. When they leave the field for any reason, instead of going to their targeted destination, they're simply removed from the game. Tokens can be Tributed/Fused/used as Synchro Material if allowed. They cannot be used for Xyz Summon, as they cannot exist anywhere than on the field (Xyz Material cards are not treated as monsters). While token cards exist (grey border), other objects like coins can be used[[note]]Heads would be treated as Attack Position and Tails would be Defense[[/note]]. Tokens are treated as Normal Monsters for any card effects that refer to Normal/Effect/etc. monsters.
* ''[[http://yugioh.wikia.com/wiki/Fusion_Monster Fusion]]'' monsters (violet border) are stored in a special side area, called the Extra Deck, outside the main deck. They are typically summoned by using a Spell card[[note]]The standard Fusion Summon card is called "[[http://yugioh.wikia.com/wiki/Polymerization Polymerization]]", but there are numerous, often specific alternatives[[/note]] or other effect to send specific Fusion-Material monsters from the hand or field to the graveyard (or something else, depending on the Fusion card); such a summon is called a [[FusionDance Fusion Summon]], but there are other cards that allow for other methods of Special Summoning Fusion Monsters (these are not considered to be Fusion Summons). In any case, the resolution of the Fusion/Special Summoning effect allows the fusion monster to be summoned from the Extra Deck. Fusion monsters may also be effect monsters.
** Certain Fusion monsters forego the fusion spell, and can be summoned whenever the appropriate monsters are on the field by shuffling the Fusion Material monsters into the deck or banishing them, depending on the fusion monster in question; this is called [[http://yugioh.wikia.com/wiki/Contact_Fusion Contact Fusion]]. The main examples of this are the protagonist's Neos fusions from ''Anime/YuGiOhGX''. Contact Fusion is not considered to be a form of Fusion Summon, meaning cards that trigger when a monster is fusion summoned cannot be activated. Most contact fusion monsters return themselves to the Extra Deck during the end phase. They are seen as the predecessors to Synchro Monsters.
** There are other Fusion monsters that can only be summoned via [[http://yugioh.wikia.com/wiki/NEX a]] [[http://yugioh.wikia.com/wiki/Mask_Change specific]] [[http://yugioh.wikia.com/wiki/Dark_Fusion Spell]] card, and are considered the hardest and most situational ones to summon, as they cannot be summoned by other conventional ways, because a) they don't have Fusion Materials; and b) they have conditions stating that they can ''only'' be summoned via the stated Spell, and by no other means.
* ''[[http://yugioh.wikia.com/wiki/Ritual_Monster Ritual]]'' monsters (blue border) can only be summoned from the hand by the use of specific spell cards, combined with sacrificing monsters from your field and/or hand whose combined level is ''at least'' equal (or in certain cases exactly equal) to the level of the ritual monster. Ritual monsters may also be effect monsters.
* ''[[http://yugioh.wikia.com/wiki/Synchro_Monster Synchro]]'' monsters (white border) are, like Fusion Monsters, stored in the Extra Deck. They are summoned by sending from the field to the Graveyard an appropriate tuner monster, as well as other monsters (called "Synchro-Material Monsters") whose cumulative level is ''exactly'' equal to the level of the Synchro Monster. Most Synchro Monsters do not require the use of a specific Tuner or non-Tuner Synchro-Material monsters, though exceptions to this rule exist. Synchro monsters may also be effect monsters.
* ''[[http://yugioh.wikia.com/wiki/Tuner_Monsters Tuner]]'' is a secondary variety, which may be applied to normal, effect, or Synchro monsters. A tuner monster is required to summon a Synchro monster. Some Synchro monsters can be summoned with any tuner, some require a particular attribute or type, and some require one specific tuner.
* ''[[http://yugioh.wikia.com/wiki/Xyz_Monster Xyz]]'' monsters (black border with space effects), like Fusion and Synchro monsters, are also placed in the Extra Deck. They are summoned by stacking a printed number of monsters (called "Xyz-Material Monsters") whose levels are all the same as the Xyz monsterís ''rank'' and placing the Xyz monster on top of the pile. Most Xyz Monsters do not require specific Xyz-Material monsters, though exceptions to this rule exist. Xyz Monsters do not have levels, so level-based rules and card effects don't apply to them[[note]]Such as Gravity Bind, or any Synchro Summon[[/note]].
* ''[[http://yugioh.wikia.com/wiki/Pendulum_Monster Pendulum]]'' monsters (half the color depending on the card types above, half-green border) can be summoned normally from the hand OR be played as Spell Cards in the Pendulum Zones at the middle-left and middle-right of the player's field. Once there is a Pendulum monster in each zone, other Pendulum Monsters can be Pendulum Summoned freely from the player's hand or Extra Deck (as well as Normal and Effect Monsters from the hand) as long as their levels are within a range determined by the specific Pendulum monsters played in the Pendulum Zones (it must be between the blue Pendulum Scale of the card in the blue zone, and the red Scale of the card in the red zone). If a Pendulum Monster would be sent from the field to the Graveyard (either as a monster or a spell card), it instead goes face-up to the Extra Deck, where it can be resummoned later if the conditions allow. Of course, Pendulum Monsters may have effects (with the effect used when treated as a Spell Card referred to as a "Pendulum Effect"), but they differ depending on whether the monster is being treated as a monster or Spell Card. Pendulum Monsters that don't have monster effects are also treated as Normal Monsters; it is also possible for Pendulum Monsters to be Tuners. If the Pendulum Monster is not a Main Deck card, but an Extra Deck Card, e.g. an Xyz Pendulum Monster, it has to be Special Summoned from the Extra Deck first with the corresponding Special Summoning type, in this case, Xyz Summon.

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** Union monsters on the field can equip themselves to another (usually specific) monster you control, and apply effects to the equipped monster. They can also unequip themselves to be placed back as a monster. Only one Union monster can be equipped to a given monster at any one time, and in In most cases cases, if the equipped monster would be destroyed the Union monster can be destroyed instead.
** Gemini monsters are treated as Normal monsters while in on the field or in the graveyard. Their effects must be "unlocked" by the execution of a second Normal Summon, Summon (basically, use up one of your available normal summons while the card is on the field), at which point they gain their effects and are treated as Effect monsters until they leave the field or are flipped face-down. (There are cards that unlock the effect without the second summoning, most notably Blazewing Butterfly's own self-tribute effect, and the equip card "Supervise".)
* ''[[http://yugioh.wikia.com/wiki/Token_Monster Token]]'' monsters are a special variant, and are not actual cards.cards, but temporary monsters created by a card effect. Their stats and effects are not written, and are determined by whatever card was used to summon them. When they leave the field for any reason, instead of going to their targeted destination, they're simply removed from the game. Since they can't be specifically 'sent' places, they can't be used for certain costs or summoning conditions that require them to be sent somewhere. Tokens can be Tributed/Fused/used as Synchro Material if allowed. They cannot be used for Xyz Summon, Summons, as they cannot exist anywhere other than on the field (Xyz Material cards are not treated as monsters). monsters), and they can't be turned face-down. While official token cards exist (grey border), other objects like coins can be used[[note]]Heads used,[[note]]Heads would be treated as Attack Position and Tails would be Defense[[/note]]. Defense[[/note]] or anything small that could indicate battle positions. Tokens are always treated as Normal Monsters for any card effects that refer Monsters, even if they seem to Normal/Effect/etc. monsters.
have effects.
* ''[[http://yugioh.wikia.com/wiki/Fusion_Monster Fusion]]'' monsters (violet border) are stored in a special side area, called the Extra Deck, outside the main deck. They The Extra Deck is limited to 15 monsters and can be accessed to Special Summon monsters from anytime. Fusions are typically summoned by using a Spell card[[note]]The standard Fusion Summon card is called "[[http://yugioh.wikia.com/wiki/Polymerization Polymerization]]", but there are numerous, often specific alternatives[[/note]] or other effect effects to send specific Fusion-Material Fusion Material monsters from the hand or field to the graveyard Graveyard (or something else, depending on the Fusion card); such a summon is called a [[FusionDance Fusion Summon]], but there are other cards that allow for other methods of Special Summoning Fusion Monsters (these are not considered to be Fusion Summons). In any case, the resolution of the Fusion/Special Summoning effect allows the fusion Fusion monster to be summoned Special Summoned from the Extra Deck. Fusion monsters may also be effect monsters.
** Certain Fusion monsters forego the fusion Fusion spell, and can be summoned whenever the appropriate monsters are on the field by shuffling the Fusion Material monsters into the deck deck, sending to the Graveyard, or banishing them, depending on the fusion monster Fusion Monster in question; this is called [[http://yugioh.wikia.com/wiki/Contact_Fusion Contact Fusion]]. The main examples of this are the protagonist's Neos fusions from ''Anime/YuGiOhGX''. Contact Fusion is not considered to be a form of Fusion Summon, meaning cards that trigger when a monster is fusion summoned Fusion Summoned cannot be activated. Most contact fusion monsters return themselves to the Extra Deck during the end phase.activated. They are seen as the predecessors to Synchro Monsters.
** There are other Fusion monsters that can only be summoned via [[http://yugioh.wikia.com/wiki/NEX a]] [[http://yugioh.wikia.com/wiki/Mask_Change specific]] [[http://yugioh.wikia.com/wiki/Dark_Fusion Spell]] card, and are considered the hardest and most situational ones to summon, as they cannot be summoned by other conventional ways, because a) they don't have Fusion Materials; and b) they have conditions stating that they can ''only'' be summoned via the stated Spell, and by no other means.
* ''[[http://yugioh.wikia.com/wiki/Ritual_Monster Ritual]]'' monsters (blue border) can only be summoned from the hand by the use of specific spell cards, combined with sacrificing monsters from your field and/or hand whose combined level is levels are ''at least'' equal (or in certain cases exactly equal) to the level of the ritual monster. Ritual monsters may also be effect monsters.
They're often regarded as the weakest summon method.
* ''[[http://yugioh.wikia.com/wiki/Synchro_Monster Synchro]]'' monsters (white border) are, like Fusion Monsters, stored in the Extra Deck. They are summoned by sending from the field to the Graveyard an appropriate tuner monster, as well as other non-Tuner monsters (called "Synchro-Material "Synchro Material Monsters") whose cumulative level is levels are ''exactly'' equal to the level of the Synchro Monster. Most Synchro Monsters do not require the use of a specific Tuner or non-Tuner Synchro-Material monsters, though exceptions to this rule exist. Synchro monsters may also be effect monsters.
exist.
* ''[[http://yugioh.wikia.com/wiki/Tuner_Monsters Tuner]]'' is a secondary variety, which may be applied to normal, effect, or Synchro monsters.any type of monster with a level. A tuner monster is required to summon a Synchro monster. Some Synchro monsters can be summoned with any tuner, some require a particular attribute or type, and some require one specific tuner.
* ''[[http://yugioh.wikia.com/wiki/Xyz_Monster Xyz]]'' monsters (black border with space effects), like Fusion and Synchro monsters, are also placed in the Extra Deck. They are summoned by stacking a printed number of monsters (called "Xyz-Material "Xyz Material Monsters") whose levels are all the same as the Xyz monsterís ''rank'' monster's ''Rank'' and placing the Xyz monster on top of the pile. These Xyz Materials underneath can be 'detached' (sent to the Graveyard) for the Xyz Monster's effects, and are sent to the Graveyard when the Xyz leaves the field. Most Xyz Monsters do not require specific Xyz-Material Xyz Material monsters, though exceptions to this rule exist. Xyz Monsters do not have levels, so level-based rules and card effects don't apply to them[[note]]Such as Gravity Bind, or any Synchro Summon[[/note]].
* ''[[http://yugioh.wikia.com/wiki/Pendulum_Monster Pendulum]]'' monsters (half the color depending on the card types above, of their base monster type, half-green border) can be summoned normally from the hand OR be played as Spell Cards in the Pendulum Zones at the middle-left and middle-right of the player's field. Once there is a Pendulum monster in each zone, other Pendulum Monsters monsters can be Pendulum Summoned freely from the player's hand or face-up in their Extra Deck (as well as Normal and Effect Monsters from the hand) Deck, as long as their levels are within a range determined by between the specific Pendulum Scales of the two monsters played in the Pendulum Zones (it must be between the blue (not equal, between). You get one Pendulum Scale of the card in the blue zone, and the red Scale of the card in the red zone).Summon per turn. If a Pendulum Monster would be sent from the field to the Graveyard (either as a monster or a spell card), it instead goes face-up to the Extra Deck, where it can be resummoned later if the conditions allow. Of course, Pendulum Monsters may have effects (with the two separate effect used when treated as boxes, one being a Spell Card referred to as a "Pendulum Effect"), but they differ depending on whether Pendulum Effect that only applies while it's in the Pendulum Zone, and the monster is being treated effect only applying as a monster or Spell Card. Pendulum Monsters that don't have monster effects are also treated as Normal Monsters; it is also possible for Pendulum Monsters to be Tuners.monster. If the Pendulum Monster is not a Main Deck card, but an Extra Deck Card, e.g. an Xyz Pendulum Monster, it has to be Special Summoned from the Extra Deck first with the corresponding Special Summoning type, in this case, case Xyz Summon.Summon, before it can be pendulum summoned.



'''Spell''' cards [[note]]originally called Magic cards, but UDE were forced to change the name to avoid them being confused with ''Magic: the Gathering'' cards; they are still called 'Magic' cards in most non-English editions of the game[[/note]] have a blue-green border. They have various effects that change the rules of the game. They may be played face-up, in which case the effect is activated immediately, or face-down, in which case the effect is activated when the controller flips it face-up. A face-down card can be activated on the same turn it is put into play, with the exception of Quick-Play spells. Spell cards come in several varieties:

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'''Spell''' cards [[note]]originally called Magic cards, but UDE were was forced to change the name to avoid them being confused with ''Magic: the Gathering'' cards; they are still called 'Magic' cards in most non-English editions of the game[[/note]] have a blue-green border. They have various effects that change the rules of the game. They may be played face-up, in which case the effect is activated immediately, or set face-down, in which case the effect is activated when the controller flips it face-up. A face-down card can be activated on the same turn it is put into play, with the exception of Quick-Play spells. Spell cards come in several varieties:



* ''[[http://yugioh.wikia.com/wiki/Continuous_Spell_Card Continuous]]'' spell cards stay on the field unless removed by the effect of a card. Their effects last as long as the card is in play, though some are only activated at the controller's decision despite constantly being face-up on the field. If the card is destroyed, any effects stop applying instantly, including trigger-like ones. Symbol: Infinity.

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* ''[[http://yugioh.wikia.com/wiki/Continuous_Spell_Card Continuous]]'' spell cards stay on the field unless removed by the effect of a card. Their effects last as long as the card is in play, though some are only activated at the controller's decision despite constantly being face-up on the field. If any type of spell that lingers on the card field is destroyed, removed, any effects it has stop applying instantly, including and trigger-like ones.ones activated at that time resolve without doing anything. Symbol: Infinity.



* ''[[http://yugioh.wikia.com/wiki/Quick-Play_Spell_Card Quick-Play]]'' spell cards can be activated from the hand at any time during the player's turn. If played face-down, they are the only spell cards that can be activated during the opponent's turn, but are then not allowed to be used on the same turn as they are set (much like Trap cards). They are also the only spell cards that can be activated in response to the activation of other card effects. Their effects are activated instantaneously, and the card is then sent to the Graveyard. Symbol: lightning bolt.
* ''[[http://yugioh.wikia.com/wiki/Field_Spell_Card Field]]'' spell cards affect the entire field, often granting bonuses or penalties to all monsters of a specified type, attribute, or archetype, though other effects are also possible. Like Continuous cards, Field cards remain in play until destroyed or replaced. Only one field spell can be active at a time for each player; if a player wishes to activate a second Field Spell, they must first send their existing card to the Graveyard. Field spells are played in their own zone, separate from the main spell/trap zone. Symbol: compass.

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* ''[[http://yugioh.wikia.com/wiki/Quick-Play_Spell_Card Quick-Play]]'' spell cards can be activated from the hand at any time during the player's turn. If played set face-down, they are the only spell cards that can be activated during the opponent's turn, but are then not allowed to be used on the same turn as they are set (much like Trap cards). They are also the only spell cards that can be activated in response to the activation of other card effects. Their effects are activated instantaneously, and the card is then sent to the Graveyard. Symbol: lightning bolt.
* ''[[http://yugioh.wikia.com/wiki/Field_Spell_Card Field]]'' spell cards affect the entire field, often granting bonuses or penalties to all monsters of a specified type, attribute, or archetype, though other effects are also possible. Like Continuous cards, Field cards remain in play until destroyed or replaced. Only one field spell can be active at a time for each player; if a player wishes to activate a second Field Spell, they must first send their existing card is automatically sent to the Graveyard. Field spells are played in their own zone, separate from the main spell/trap zone.zones. Symbol: compass.



'''Trap''' cards have a pink border. They are similar to Spell Cards in that they have effects which change the rules of the game. Unlike spell cards, they can ''only'' be set face-down, to be activated on a subsequent turn. A face-down Trap may be activated at any time after the turn in which it is played.

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'''Trap''' cards have a pink purple border. They are similar to Spell Cards in that they have effects which change the rules of the game. Unlike spell cards, they can ''only'' be set face-down, to be activated on a subsequent turn. A face-down Trap may be activated at any time after the turn in which it is played.



* Spell Speed 2 effects are Quick monster effects (in newer card texts, often characterised by the phrase "during either player's/your opponent's turn"), Quick-Play Spells, and Normal or Continuous Trap Cards. These are the effects that can be manually activated outside of the Main Phase.

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* Spell Speed 2 effects are Quick monster effects (in newer card texts, often characterised by the phrase "during either player's/your opponent's turn"), or even the self-explanatory ("This is a Quick Effect"), Quick-Play Spells, and Normal or Continuous Trap Cards. These are the effects that can be manually activated outside of the Main Phase.
23rd Jan '17 9:42:18 PM Kayube
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* ''[[http://yugioh.wikia.com/wiki/Continuous_Trap_Card Continuous]]'' trap cards are similar to continuous spell cards. When activated, they remain on the field and provide a continuous effect (or an effect that can be repeatedly activated) until destroyed by another card effect. Like Continuous Spells, any trigger-like effects of the card will disappear if the card is destroyed before the effect resolves, but this can be dodged by utilising the Chain effectively. Symbol: infinity.

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* ''[[http://yugioh.wikia.com/wiki/Continuous_Trap_Card Continuous]]'' trap cards are similar to continuous spell cards. When activated, they remain on the field and provide a continuous effect (or an effect that can be repeatedly activated) until destroyed by another card effect. Like Continuous Spells, any trigger-like effects of the card will disappear if the card is destroyed before the effect resolves, but this can be dodged by utilising the Chain effectively. There are some continuous traps (usually referred to colloquially as "Trap Monsters") that are summoned to the field as monsters after activation; they still count as traps as well as monsters. Symbol: infinity.
3rd Oct '16 5:45:05 PM Morbuss
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** Spell Speed 4 is the unofficial term given to any card or effect that cannot be chained to, in other words it cannot be countered, not even by a Counter Trap. However, this does not mean that they can be activated in response to a Counter Trap; Spell Speed 4 cards retain their normal Speed, most of which are Speed 1 or Speed 2.




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** Note that you cannot win a duel in the middle of an effect resolving, you must fully resolve the card effect before checking the gamestate for victory conditions.


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6th Jun '16 8:40:24 AM BossKey
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# Draw Phase: The turn player draws a card.
# Standby Phase: No actions are taken by default, but any card effects that mention the Standby Phase would take place now. Trap cards and Quick-Play Spell cards can also be activated during this phase.
# Main Phase 1: Turn player may Normal Summon/Set one monster, and play as many Spell and Trap cards as they wish. Most monster effects can also be activated. Any monsters on the turn player controls not summoned during the current turn may be switched from Attack to Defense position and vice versa.
# Battle Phase: A player may attack with any monsters they have in Attack position. This works as follows:
** Turn player nominates an attacking monster from his/her own field, and a target monster on the opponent's field (attack declaration). If the attack target is face-down, it is flipped face-up before damage calculation.
** If the target monster is in attack position, the monster with the lowest ATK is destroyed. The controller of that monster loses life points equal to the difference in ATK. If both ATK scores are equal, both monsters are destroyed and neither player loses any life points. If the ATK of both monsters is 0, neither monster is destroyed.
** If the target monster is in defense position, and its DEF is lower than the attacker's ATK, the defender is destroyed and nobody loses any life points. Some monsters have effects that let them "inflict piercing Battle Damage" that causes damage to be dealt equal to the difference between the attacker's ATK and the defender's DEF.
** If the target monster is in defense position, and its DEF is equal to or greater than than the attacker's ATK, the attacker loses life points equal to the difference and no monsters are destroyed.
** If the opponent has no monsters on the field, the attacking monster may attack the opponent's life points directly. If such an attack is successful, the opponent loses life points equal to the ATK of the attacking monster. (Some cards may have effects that allow a monster to attack directly regardless of monsters on the opponent's field.)
** Each monster the turn player controls can attempt one attack, unless otherwise specified by a card effect.

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# Draw Phase: '''Draw Phase''': The turn player draws a card.
# Standby Phase: '''Standby Phase''': No actions are taken by default, but any card effects that mention the Standby Phase would take place now. Trap cards and Quick-Play Spell cards can also be activated during this phase.
# Main '''Main Phase 1: 1''': Turn player may Normal Summon/Set one monster, and play as many Spell and Trap cards as they wish. Most monster effects can also be activated. Any monsters on the turn player controls not summoned during the current turn may be switched from Attack to Defense position and vice versa.
# Battle Phase: '''Battle Phase''': A player may attack with any monsters they have in Attack position. This phase is divided into ''Steps'' and works as follows:
** ''Start Step'': The player declares that they are entering the Battle Phase.
** ''Battle Step'':
Turn player nominates an attacking monster from his/her own field, and a target monster on the opponent's field (attack declaration). If the attack target is face-down, it is flipped face-up before damage calculation.
** ''Damage Step'': Damage calculation is performed between the attacking monster and the attack target. Calculation proceeds as follows:
***
If the target monster is in attack position, the monster with the lowest ATK is destroyed. The controller of that monster loses life points equal to the difference in ATK. If both ATK scores are equal, both monsters are destroyed and neither player loses any life points. If the ATK of both monsters is 0, neither monster is destroyed.
** *** If the target monster is in defense position, and its DEF is lower than the attacker's ATK, the defender is destroyed and nobody loses any life points. Some monsters have effects that let them "inflict piercing Battle Damage" that causes damage to be dealt equal to the difference between the attacker's ATK and the defender's DEF.
** *** If the target monster is in defense position, and its DEF is equal to or greater than than the attacker's ATK, the attacker loses life points equal to the difference and no monsters are destroyed.
** *** If the opponent has no monsters on the field, the attacking monster may attack the opponent's life points directly. If such an attack is successful, the opponent loses life points equal to the ATK of the attacking monster. (Some cards may have effects that allow a monster to attack directly regardless of monsters on the opponent's field.)
** ''End Step'': The player declares that they are ending the Battle Phase.
** Each monster the turn player controls can attempt one attack, attack (with the Battle and Damage Steps being repeated as necessary), unless otherwise specified by a card effect.effect.
** If a monster declares an attack and a monster is removed from, or summoned to, the opponent's field before the Damage Step, a ''Replay'' occurs. At this time, the attacking player can choose to have their attacking monster continue its attack, designating a new attack target (which may or may not be the original target), or they can choose not to attack, in which case the attacking monster is still considered to have declared an attack and therefore cannot do so again during the same Battle Phase.



# Main Phase 2: Turn player can play any additional spell and trap cards they wish. If they have not already normal summoned a monster, they may do so now. They may also switch the battle positions of any monsters that were not summoned and have not battled this turn. (If the Battle Phase is not entered, Main Phase 2 cannot be entered.)
# End Phase: Similar to the Standby Phase, players take no action by default, but cards that mention the End Phase would have the relevant effects applied. Quick-Play Spells/Traps can be activated. At the very end of the turn, if the turn player has over 6 cards in their hand, they must discard until they have 6 remaining. It is now the opponent's turn.

The player who starts the duel cannot declare the Battle Phase, or draw, in his first turn.

There are three basic types of cards in the game - Monster, Spell (originally called magic), and Trap. A player may have no more than five monsters and a combined total of five Spell and Trap cards (other than Field Spells and Pendulum Monsters treated as spells) in play at any one time.

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# Main '''Main Phase 2: 2''': Turn player can play any additional spell and trap cards they wish. If they have not already normal summoned a monster, they may do so now. They may also switch the battle positions of any monsters that were not summoned and have not battled this turn. (If the Battle Phase is not entered, Main Phase 2 cannot be entered.)
# End Phase: '''End Phase''': Similar to the Standby Phase, players take no action by default, but cards that mention the End Phase would have the relevant effects applied. Quick-Play Spells/Traps can be activated. At the very end of the turn, if the turn player has over 6 cards in their hand, they must discard until they have 6 remaining. It is now the opponent's turn.

The player who starts the duel cannot declare the conduct a Draw Phase or Battle Phase, or draw, Phase in his first turn.

There are three basic types of cards in the game - Monster, Spell (originally called magic), Magic), and Trap. A player may have no more than five monsters and a combined total of five Spell and Trap cards (other than Field Spells and Pendulum Monsters treated as spells) in play at any one time.
12th Jan '16 3:04:04 PM phoenix
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There is also a third grouping, unofficially referred to as archetypes. These are determined by having a common word or phrase in the card name, such as "[[InstantAwesomeJustAddNinja Ninja]]" or "[[{{Superhero}} Hero]]". An increasing number of cards specifically affect monsters of specific archetypes, leading players to complain about inflexibility in new booster packs.

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There is also a third grouping, unofficially referred to as archetypes. These are determined by having a common word or phrase in the card name, such as "[[InstantAwesomeJustAddNinja "[[GratuitousNinja Ninja]]" or "[[{{Superhero}} Hero]]". An increasing number of cards specifically affect monsters of specific archetypes, leading players to complain about inflexibility in new booster packs.
13th May '15 3:31:47 PM Kayube
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* ''[[http://yugioh.wikia.com/wiki/Pendulum_Monster Pendulum]]'' monsters (half the color depending on the card types above, half-green border) can be summoned normally from the hand OR be played as Spell Cards in the Pendulum Zones at the middle-left and middle-right of the player's field. Once there is a Pendulum monster in each zone, other Pendulum Monsters can be Pendulum Summoned freely from the player's hand or Extra Deck (as well as Normal and Effect Monsters from the hand) as long as their levels are within a range determined by the specific Pendulum monsters played in the Pendulum Zones (it must be between the blue Pendulum Scale of the card in the blue zone, and the red Scale of the card in the red zone). If a Pendulum Monster would be sent from the field to the Graveyard (either as a monster or a spell card), it instead goes face-up to the Extra Deck, where it can be resummoned later if the conditions allow. Of course, Pendulum Monsters may have effects (with the effect used when treated as a Spell Card referred to as a "Pendulum Effect"), but they differ depending on whether the monster is being treated as a monster or Spell Card. Pendulum Monsters that don't have monster effects are also treated as Normal Monsters. If the Pendulum Monster is not a Main Deck card, but an Extra Deck Card, e.g. an Xyz Pendulum Monster, it has to be Special Summoned from the Extra Deck first with the corresponding Special Summoning type, in this case, Xyz Summon.

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* ''[[http://yugioh.wikia.com/wiki/Pendulum_Monster Pendulum]]'' monsters (half the color depending on the card types above, half-green border) can be summoned normally from the hand OR be played as Spell Cards in the Pendulum Zones at the middle-left and middle-right of the player's field. Once there is a Pendulum monster in each zone, other Pendulum Monsters can be Pendulum Summoned freely from the player's hand or Extra Deck (as well as Normal and Effect Monsters from the hand) as long as their levels are within a range determined by the specific Pendulum monsters played in the Pendulum Zones (it must be between the blue Pendulum Scale of the card in the blue zone, and the red Scale of the card in the red zone). If a Pendulum Monster would be sent from the field to the Graveyard (either as a monster or a spell card), it instead goes face-up to the Extra Deck, where it can be resummoned later if the conditions allow. Of course, Pendulum Monsters may have effects (with the effect used when treated as a Spell Card referred to as a "Pendulum Effect"), but they differ depending on whether the monster is being treated as a monster or Spell Card. Pendulum Monsters that don't have monster effects are also treated as Normal Monsters.Monsters; it is also possible for Pendulum Monsters to be Tuners. If the Pendulum Monster is not a Main Deck card, but an Extra Deck Card, e.g. an Xyz Pendulum Monster, it has to be Special Summoned from the Extra Deck first with the corresponding Special Summoning type, in this case, Xyz Summon.
1st May '15 2:55:33 PM ThePope
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* [[HolyHandGrenade LIGHT]]

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* [[HolyHandGrenade [[LightEmUp LIGHT]]
13th Apr '15 5:19:40 PM ultimomant
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** There are other Fusion monsters that can only be summoned via [[http://yugioh.wikia.com/wiki/NEX a]] [[http://yugioh.wikia.com/wiki/Mask_Change specific]] [[http://yugioh.wikia.com/wiki/Dark_Fusion Spell]] card, and are considered the hardest and most situatonal ones to summon, as they cannot be summoned by other conventional ways, because a) they don't have Fusion Materials; and b) they have conditions stating that they can ''only'' be summoned via the stated Spell, and by no other means.

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** There are other Fusion monsters that can only be summoned via [[http://yugioh.wikia.com/wiki/NEX a]] [[http://yugioh.wikia.com/wiki/Mask_Change specific]] [[http://yugioh.wikia.com/wiki/Dark_Fusion Spell]] card, and are considered the hardest and most situatonal situational ones to summon, as they cannot be summoned by other conventional ways, because a) they don't have Fusion Materials; and b) they have conditions stating that they can ''only'' be summoned via the stated Spell, and by no other means.



# If a player manages to attach 10 Xyz Materials to [[http://yugioh.wikia.com/wiki/Ghostrick_Dorklord Ghostrick Dorklord]], they automatically win.

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# If a player manages to attach 10 Xyz Materials to [[http://yugioh.wikia.com/wiki/Ghostrick_Dorklord com/wiki/Ghostrick_Angel_of_Mischief Ghostrick Dorklord]], Angel of Mischief]], they automatically win.
2nd Apr '15 3:45:00 AM MajinAkuma
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* ''[[http://yugioh.wikia.com/wiki/Pendulum_Monster Pendulum]]'' monsters (half-yellow or orange, half-green border) can be summoned normally from the hand OR be played as Spell Cards in the Pendulum Zones at the middle-left and middle-right of the player's field. Once there is a Pendulum monster in each zone, other Pendulum Monsters can be Pendulum Summoned freely from the player's hand or Extra Deck (as well as Normal and Effect Monsters from the hand) as long as their levels are within a range determined by the specific Pendulum monsters played in the Pendulum Zones (it must be between the blue Pendulum Scale of the card in the blue zone, and the red Scale of the card in the red zone). If a Pendulum Monster would be sent from the field to the Graveyard (either as a monster or a spell card), it instead goes face-up to the Extra Deck, where it can be resummoned later if the conditions allow. Of course, Pendulum Monsters may have effects (with the effect used when treated as a Spell Card referred to as a "Pendulum Effect"), but they differ depending on whether the monster is being treated as a monster or spell card. Pendulum Monsters that don't have monster effects are also treated as Normal Monsters.

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* ''[[http://yugioh.wikia.com/wiki/Pendulum_Monster Pendulum]]'' monsters (half-yellow or orange, (half the color depending on the card types above, half-green border) can be summoned normally from the hand OR be played as Spell Cards in the Pendulum Zones at the middle-left and middle-right of the player's field. Once there is a Pendulum monster in each zone, other Pendulum Monsters can be Pendulum Summoned freely from the player's hand or Extra Deck (as well as Normal and Effect Monsters from the hand) as long as their levels are within a range determined by the specific Pendulum monsters played in the Pendulum Zones (it must be between the blue Pendulum Scale of the card in the blue zone, and the red Scale of the card in the red zone). If a Pendulum Monster would be sent from the field to the Graveyard (either as a monster or a spell card), it instead goes face-up to the Extra Deck, where it can be resummoned later if the conditions allow. Of course, Pendulum Monsters may have effects (with the effect used when treated as a Spell Card referred to as a "Pendulum Effect"), but they differ depending on whether the monster is being treated as a monster or spell card.Spell Card. Pendulum Monsters that don't have monster effects are also treated as Normal Monsters. If the Pendulum Monster is not a Main Deck card, but an Extra Deck Card, e.g. an Xyz Pendulum Monster, it has to be Special Summoned from the Extra Deck first with the corresponding Special Summoning type, in this case, Xyz Summon.
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