NeoArkadia
31st May 2017, 04:50 AM
Copied from Dueling Network Forum:
Here you will find every ruling link you ever wanted! Linked below will be links to articles explaining various game mechanics, as well as Konami policy. Following the articles on each mechanic will be some short quizzes that you can use to test your knowledge.
If you're interested in studying rulings from the very beginning in sequence, try the Demystifying Rulings Series from YGOrganization.
Remember the trinity of learning rulings: playing, studying, lurking! Yugioh is a complex game, and the best way to learn rulings is through actually playing the game, reading articles about its mechanics, and spending time in the rulings section of reputable forums (like this one!).
Original credits for this page goes to bilaterus.
The Basics
This section includes the Yugioh Rulebook. Even if you know how to play, you should still flick through it, as there are some fundamental explanations inside. This section also contains DN's Rules.
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Yugioh Rules
The Yugioh TCG Rulebook
Yugioh is a highly complex game, and the rulebook is the perfect starting point to understanding how the game works. It covers the basics of chaining, spell speeds, and the different types of monster effects.
Introducing Pendulum Monsters!
Summary of Pendulum Summons
These articles explain how Pendulum cards work and behave in detail.
Rulebook Quiz
Rulebook Quiz 2
DN Rules
DN's Rules and Punishments Table
DN has strict rules when it comes to how to use Dueling Network, and you should be familiar with our rules, policies, and punishment system. Be sure to read and understand each of the points at the top of the table.
DN Rules and Punishments Quiz
Problem Solving Card Text (PSCT)
PSCT is how Konami now writes the text of cards, and understanding how it works is fundamental to the game. It's so important, it gets its own section on this thread.
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Here is bilaterus' article on PSCT in full: PSCT: The Key to Ruling Knowledge.
Alternatively check out the Summary of PSCT on the YGOrganization site.
PSCT Quiz
PSCT Quiz 2
Konami Policy
Everyone attending a sanctioned event must comply with Konami Tournament Policy. DN follows these policies where they are relevant.
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We have condensed the Policy Docs into a single, concise document, covering precisely everything that a player needs for DN.
Condensed Policy
However, if you intend to play or judge at real events, you will need to read the original Policy Docs in full. It is also worth reading to learn the context of the policy in the condensed version.
Konami Yugioh Tournament Policy
Konami General Tournament Policy
Konami Penalty Guidelines
Once you've read these documents, try Trublu Caribou's Policy Quiz!
General Game Mechanics
This section contains explanations of common and important game mechanics.
Optional "if" vs optional "when" effects
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Some effects cannot if their triggers are not the last thing to occur. You can view the official explanation on this mechanic from the rulebook below.
jNYtu0Z.jpg
This article by Joe Frankino explains the above mechanic in further detail.
Simultaneous Effects Go On Chain (SEGOC)
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SEGOC is what occurs when multiple effects are triggered at the same time, and dictates in what order these effects will be placed on the chain. This article explains SEGOC in detail.
Chain Mechanics Quiz
Fast Effect Timing
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Fast effect timing is, in essence, the set of rules governing when players can and cannot activate cards or effects or perform an action. This article explains Fast Effect Timing in detail.
Here is Konami's article on Fast Rffect Timing.
How to handle the Standby Phase and the End Phase
This article explains how to use the Fast Effect Timing chart to handle multiple effects that are triggered in a Phase, particularly the Standby and End Phases.
The Fast Effect Timing Chart
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T-Flowchart_EN-US.jpg
The Damage Step
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A battle between monsters in Yugioh is actually extremely complex.
This chart gives an introduction to the Damage Step.
Read more about the Damage Step here.
That Wacky Damage Step!
Only certain types of effect can be activated in the Damage Step. This link explains exactly which effects can be activated in more detail.
For a full (advanced) breakdown of the Damage Step, check the Wikia Damage Step page.
Damage Step and End Phase Quiz
Special Summons
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Everything You Need to Know About Special Summons
An in-depth explanation of the mechanics governing special summons.
Replays
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Replays
Everything you need to know about Replays is explained on the page linked above.
Attack & Defence Modifiers
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Atk & Def modifications and you!
Atk and Def modifiers can get pretty complicated, but with a combination of a cool head and the above link, you can solve the situations you're likely to encounter in duels.
Miscellaneous Rulings
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Miscellaneous Rulings
The above article contains information about a wide variety of common miscellaneous rulings and game mechanics. It is a good idea to know what is on this list, even if you don't learn it all in detail.
Miscellaneous Rulings Quiz
Judge Documents
These documents provide essential and insightful knowledge for judges.
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Complex Rulings & Mechanics
If you're familiar with the general mechanics of the game, and are interested in learning some more complicated rulings, this section is for you.
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Ruling Exams
This section contains exams that are useful if you want to test your knowledge of Yugioh rulings.
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Please do not hesitate to PM me if you have any suggestions, questions regarding anything listed above, or about rulings or game mechanics in general. Happy studying!
Misc Rulings Quiz https://testmoz.com/102665
Hullo! This page gives you access to the rulings and game mechanics that don't fit onto the rest of Skulblaka's Thread.
Credit to Petit Moth, who wrote the Attack Mechanics section.
Contents
Negating Things
Legality of Moves
The Game State
Verifications
ATK Modifiers
Pendulum Monsters and Macro Cosmos
Extra Normal Summons
Unusable Cards on DN
Tip for the DN Deck Constructor
Negating Things
This article covers: negating activations vs negating effects, 'activate' vs 'use', and negating monster effects.
Negation
Move Legality
This article addresses various questions concerning when certain moves are legal.
Move Legality
The Game State, Verifications, and ATK Modifiers
All three of these topics are covered by this article:
Miscellaneous Rulings
Pendulum Monsters and Macro Cosmos
The Rulebook states: "If there is a discrepancy between the basic rules and a card’s effect, the card effect takes precedence." For example, normally a monster can only attack once per Battle Phase, but if it's equipped with Twin Swords of Flashing Light - Tryce, it can attack twice.
This principle also tells us what to do when a Pendulum Monster is destroyed while Macro Cosmos is out. Game mechanics say it should return to the Extra Deck, yet Macro Cosmos says it should be banished. According to the above principle, card effects take precedence over game mechanics, so under Macro Cosmos, Pendulums are banished.
Extra Normal Summons
This post explains how extra Normal Summons work:
http://www.pojo.biz/...d.php?t=1118270
Unusable Cards on DN
These aren't exactly mechanics, but for the sake of reference I thought I should link to the following thread, which gives workarounds for many 'unusable' cards for DN:
http://duelingnetwor...g-network#32028
Note that the use of these in order to be annoying and waste time is a bannable offense.
Tip for the DN Deck Constructor
Again, this isn't exactly a mechanic, but this is as good a place to have it as any.
In the DN Deck Constructor, you can use an asterisk (*) to search for non-sequential phrases. For example, if you search for cards by typing in "target*destroy" into description in the Deck Constructor, you get a list of all the cards which have "target" in their card text, followed somewhere later by "destroy" (ie. the asterisk indicates that any amount of text can go between the word "target" and "destroy" in the text of the card). This can help you refine searches.
TCG rulebook http://www.yugioh-card.com/en/rulebook/EN_SDSE_Rulebook.pdf
Pendulums: https://yugiohblog.konami.com/articles/?p=6333
https://yugiohblog.konami.com/articles/?p=6351
Rulebook quizzes
https://testmoz.com/99773
https://testmoz.com/467406
PSCT: the Key to Ruling Knowledge*
*The title name is open to suggestions.
Table of Contents
PSCT? What's that? Why should I care about it?
Chains, Costs and Effects
Special Summons
Targeting
Multiple Target Effects
Causation and Timing
Note that if you are studying PSCT for the first time, it's advised to study it section by section, over time. Fully understand one part before moving on to the next.
1. PSCT? What's that? Why should I care about it?
PSCT stands for Problem-Solving Card Text, and it means the new card text that Konami have used to write Yugioh cards since roughly when Xyz monsters were introduced. It's important because this new text was designed to give a lot of information about the way the cards work.
PSCT, along with some other basic mechanics to do with Chains, cover perhaps 90% of all ruling situations. It's definitely worth becoming familiar with it!
The following rules are only for cards with this new card text. Older cards will not necessarily follow these rules. Make sure the card has PSCT before applying any of these rules!
2. Chains, and Costs/Effects
When a card is written with this new text, it is easy to tell which card effects, especially monster effects, uses the Chain (and as before, activating Spell and Trap cards themselves always starts a Chain.)
If a card effect has a colon ( : ) or a semi-colon ( ; ) in its effect text, activating that effect uses the Chain. If not, that effect does not activate or use the Chain.
Examples:
Mermail Abyssmegalo
You can discard 2 other WATER monsters to the Graveyard; Special Summon this card from your hand. When you do: You can add 1 "Abyss-" Spell/Trap Card from your Deck to your hand. You can Tribute 1 other face-up Attack Position WATER monster; this card can make a second attack during each Battle Phase this turn.
-We see that its summon effect, its search effect, and its double-attack effect all start Chains.
Collapserpent the Ebony Dragon
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 LIGHT monster from your Graveyard, and cannot be Special Summoned by other ways. You can only Special Summon "Collapsarpent the Ebony Dragon" this way once per turn. If this card is sent from the field to the Graveyard: You can add 1 "Wyburstar the Ivory Dragon" from your Deck to your hand.
-We see that its Special Summon effect does not start a Chain, but its effect when it is sent to the Graveyard does start a Chain.
Fusion Gate
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.
-We see that a Fusion Summon using Fusion Gate starts a Chain. This is separate to activating Fusion Gate itself onto the field, which obviously also starts a Chain.
Now, when a card is activated, it may have a cost, or you have to choose a target for it, and both of these actions are done at the same time as activating the card.
If an action is written before a semi-colon, it is done at activation of the effect. If it is written after a semi-colon, or there is no semi-colon, it is done when the effect resolves.
Examples:
Super Polymerisation
Discard 1 card; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from either side of the field as Fusion Materials. Cards and effects cannot be activated in response to this card's activation.
-We see that discarding 1 card is a cost to activate Super Polymerisation and this discarding is done when the card is activated, but sending the Fusion Materials to the Graveyard is not a cost, and is part of the effect.
Trance Archfiend
Once per turn: You can discard 1 Fiend-Type monster, and this card gains 500 ATK until the End Phase. When this card you control is destroyed and sent to the Graveyard: You can target 1 of your banished DARK monsters; add that target to your hand.
-We see that discarding a Fiend-Type is not written before a semi-colon and is therefore not a cost. Discarding is part of its effect.
Card Trooper
Once per turn: You can choose a number from 1 to 3, then send that many cards from the top of your Deck to the Graveyard; this card gains 500 ATK for each card sent to the Graveyard this way, until the End Phase. When this card you control is destroyed and sent to your Graveyard: Draw 1 card.
-We see that sending 1-3 cards to the Graveyard is a cost to activate the effect of Card Trooper, so the milling is done when the effect is activated and not when the effect resolves.
See also: http://www.konami.co...rticles/?p=2947
3. Special Summons
There are lots of cards with effects that negate Special Summons. However, these can only negate Special Summons which do not start a Chain. To prevent the Special Summon effect that starts a Chain, the effect itself must be negated.
a) Examples of cards that negate Special Summons:
Thunder King Rai-Oh
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 exactly 1 monster: You can send this face-up card to the Graveyard; negate the Special Summon, and if you do, destroy it.
Solemn Judgment
When a monster would be Summoned OR a Spell/Trap Card is activated: Pay half your Life Points; negate the Summon or activation, and if you do, destroy that card.
Evolzar Laggia
2 Level 4 Dinosaur-Type monsters
During either player's turn, when a monster(s) would be Normal or Special Summoned, OR a Spell/Trap Card is activated: You can detach 2 Xyz Materials from this card; negate the Summon or activation, and if you do, destroy that card.
b) Examples of Special Summons:
Black Luster Soldier – Envoy of the Beginning
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your Graveyard. Once per turn, you can activate 1 of these effects.
● Target 1 monster on the field; banish that target face-up. This card cannot attack the turn you activate this effect.
● During the Damage Step, if this attacking card destroys an opponent's monster by battle: It can make a second attack in a row.
-We see that its Special Summon effect does not start a Chain (no colon or semi-colon) so Evolzar Laggia could negate its Special Summon.
Gorz, 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.
-We see that its Special Summon effect does start a Chain. This means that to prevent its Summon, a card would have to negate the activation of the effect of Gorz, Emissary of Darkness. Something like Solemn Judgment could not do so because it cannot negate monster effects.
Monster Reborn
Target 1 monster in either player's Graveyard; Special Summon it.
-We see that it starts a Chain, and so to prevent the Special Summon a card would have to negate the activation of Monster Reborn itself. Something like Thunder King Rai-Oh could not do so because it cannot negate Spell Cards.
See also: http://www.konami.co...rticles/?p=3111
4. Targeting
Targeting is the technical term for selecting what cards are going to be affected by a card effect. A card with PSCT only targets if it uses the word 'target' in the text before the semi-colon.
Examples:
Lyla, Lightsworn Sorceress
During your Main Phase: You can target 1 Spell/Trap card your opponent controls; change this card you control from face-up Attack Position to face-up Defense Position, and destroy that target, but this card's battle position cannot be changed until the end of your next turn, except with a card effect. During each of your End Phases: Send the top 3 cards of your Deck to the Graveyard. You must control this face-up card to activate and to resolve this effect.
-We see that its effect does target a Spell or Trap Card at activation of the effect, so the opponent could Chain the targeted card to the effect of Lyla, Lightsworn Sorceress, if they can.
Neo-Spacian Grand Mole
At the start of the Damage Step, if this card battles an opponent's monster: You can return both monsters to the hand (without damage calculation).
-We see that the word 'target' is not used, so this card does not target the opponent's monster.
Creature Swap
Each player chooses 1 monster they control and switches control of those monsters with each other. Those monsters cannot change their battle positions for the rest of this turn.
-We see that this card does not use the word 'target' so both players choose a monster when the effect of Creature Swap resolves, and not at activation of Creature Swap.
Any conditions on the chosen card when it is chosen must be correct when the effect resolves if the card says 'target' after the semi-colon as well.
If it does not say 'target' after the semi-colon, the chosen card just needs to be in the same place.
Examples:
Atlantean Marksman
When this card inflicts Battle Damage to your opponent: You can Special Summon 1 Level 4 or lower "Atlantean" Sea Serpent-Type monster from your Deck, except "Atlantean Marksman". When this card is sent to the Graveyard to activate a WATER monster's effect: Target 1 Set card your opponent controls; destroy that target.
-We see that the text refers to 'that target' after the semi-colon, so the target must still be correct when the effect resolves; that is, it must still be a Set card. If the targeted card is flipped face-up by the time the effect of Atlantean Marksman resolves, the card is not destroyed.
Adreus, Keeper of Armageddon
2 Level 5 monsters
Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up card your opponent controls; destroy it.
-We see that it does not refer to 'that target' after the semi-colon, so even if the targeted card is flipped face-down by the time the effect of Adreus, Keeper of Armageddon resolves, it is still destroyed.
Circle of the Fire Kings
Target 1 FIRE monster you control and 1 FIRE monster in your Graveyard; destroy the first monster, and if you do, Special Summon the second monster from your Graveyard. You can only activate 1 "Circle of the Fire Kings" per turn.
-We see that it does not use the word 'target' after the semi-colon, so even if the monsters on the field are no longer FIRE monsters by the time the effect resolves, the first monster is still destroyed and the second monster is still Summoned.
See also: https://yugiohblog.k...rticles/?p=2962 ; http://www.konami.co...rticles/?p=3140
5. Multiple Target Effects
There are many effects which target more than 1 card at once. As above, if they use the word 'targets' after the semi-colon, any conditions on the chosen cards must still be correct when the effect resolves, and if it doesn't use 'targets' then the cards chosen only need to be in the same place.
Additionally, if it uses the word 'both' or 'all', then if one chosen card is no longer correct no others are affected.
Otherwise, if one chosen card is no longer correct, the others are still affected.
Examples
Pain Painter
While this card is face-up on the field, its name is treated as "Plaguespreader Zombie". Once per turn: You can target up to 2 face-up Zombie-Type monsters you control, except this card; they become Level 2 until the End Phase. They cannot be used as Synchro Material Monsters except for the Synchro Summon of a Zombie-Type monster.
-We see that, for its targeting effect, there is no mention of 'those targets' after the semi-colon, so even if the targets are no longer Zombie-Type by the time the effect resolves, that monster is still changed to Level 2. Also, there is no mention of 'both', so if one of the targets is removed by the time the effect resolves, the other monster is still affected.
Constellar Star Cradle
Target 2 "Constellar" monsters in your Graveyard; add those targets to your hand. You cannot conduct your Battle Phase the turn you activated this card.
-We see that there is no mention of 'both' in this text, so if one of the targets is removed from the Graveyard by the time the effect resolves, the other target will still be added to the hand.
Naturia Marron
When this card is Normal Summoned: You can send 1 "Naturia" monster from your Deck to the Graveyard. Once per turn: You can target 2 "Naturia" monsters in your Graveyard; shuffle both those targets into the Deck, then draw 1 card.
-We see that the term 'both' is used, so if one of the targets is removed from the Graveyard by the time the effect resolves, the other is not returned, and no card is drawn.
See also: https://yugiohblog.k...rticles/?p=2962 ; http://www.konami.co...rticles/?p=3140
6. Causation and Timing
Sometimes a card effect does several things, and there are lots of possible ways the parts of the effects can relate to each other, in terms of whether the parts are treated as simultaneous (at the same time) or not, and whether the first part must be successful for the second to go on at all. The main phrases are explained here.
There may seem like a lot, but each phrase intuitively tells you what it means. So you can get a feel for what they mean after a little practice. Alternately, you can always quickly look them up if you need to.
Warning: PSCT is constantly being added to, and conjunctions especially were added significantly long after PSCT was initially introduced. So, even on some old cards with PSCT, the term 'and' is used when 'and if you do' is meant. Be cautious with such older cards (Lyla, Lightsworn Sorceress and Starpdust Dragon are notable examples).
a) Do A, and if you do, do B
-A and B happen simultaneously.
-If A can't be done, B isn't done.
-A is still done even if B can't be done.
Solemn Warning
When a monster would be Summoned, OR when a Spell Card, Trap Card, or monster effect is activated that includes an effect that Special Summons a monster(s): Pay 2000 Life Points; negate the Summon or activation, and if you do, destroy that card.
-A is negating the Summon or activation, and B is destroying the card that is being Summoned or activated. If the card cannot be destroyed, its effect is still negated.
Circle of the Fire Kings
Target 1 FIRE monster you control and 1 FIRE monster in your Graveyard; destroy the first monster, and if you do, Special Summon the second monster from your Graveyard. You can only activate 1 "Circle of the Fire Kings" per turn.
-A is destroying the first monster, and B is Summoning the second monster. If the first monster cannot be destroyed, the second isn't Summoned.
b) Do A, then do B
-B happens strictly after A.
-If A can't be done, B isn't done.
-A is still done even if B can't be done.
Goldd, Wu-Lord of Dark World
If this card is discarded to the Graveyard by a card effect: If it was discarded from your hand to your Graveyard by an opponent's card effect, you can target up to 2 cards your opponent controls; Special Summon this card from the Graveyard, then destroy those cards (if any).
-A is Special Summoning this card, and B is destroying the targets. If targets are destroyed, it will cause cards which respond to Summons to miss their activation timing.
Battle Break
When an opponent's monster declares an attack: Your opponent can reveal 1 monster in their hand to negate this card's effect, otherwise destroy the attacking monster, then end the Battle Phase.
-A is destroying the attacking monster, and B is ending the Battle Phase. This will cause 'when' optional effects that are triggered by destruction to miss their activation timing.
c) Do A, also do B
-A and B happen simultaneously.
-If one of A and B cannot be done, the other is still done.
Offerings to the Doomed
Target 1 face-up monster on the field; destroy that target, also skip your next Draw Phase.
-A is destroying the target, and B is skipping the Draw Phase. If the monster cannot be destroyed, the Draw Phase is still skipped.
Masked Ninja Ebisu
Once per turn, if you control a face-up "Ninja" monster other than "Masked Ninja Ebisu", you can activate this effect: Return a number of your opponent's Spell/Trap Cards to the hand, equal to the number of "Ninja" monsters you control, also every face-up "Goe Goe the Gallant Ninja" you control can attack your opponent directly this turn.
-A is returning Spell/Trap cards to the hand, and B is the effect allowing Goe Goe the Gallant Ninja to attack directly. Even if no cards are returned to the hand, Goe Goe the Gallant Ninja can still attack directly.
d) Do A and do B
-A and B happen simultaneously
-If one of A and B cannot be done, the other is not done
Light and Darkness Dragon
Cannot be Special Summoned. While face-up on the field, this card is also DARK-Attribute. Once per Chain, during either player's turn, when a Spell Card, Trap Card, or monster effect is activated: This card loses exactly 500 ATK and DEF and that activation is negated. When this card is destroyed and sent to the Graveyard: Target 1 monster in your Graveyard (if possible); destroy all cards you control, also Special Summon that monster (if any).
-The negation effect requires that LaDD can both lose 500 ATK and DEF and negate the activation of the card effect. If LaDD cannot lose exactly 500 ATK and DEF, it does not negate the activation either.
Number 53: Heart-eartH
3 Level 5 monsters
Once per turn, when this card is targeted for an attack: It gains ATK equal to that attacking monster's original ATK, until the End Phase. If this face-up card on the field would be destroyed, you can detach 1 Xyz Material from this card instead. When this card on the field is destroyed by a card effect while it has no Xyz Materials: You can Special Summon 1 "Number 92: Heart-eartH Dragon" from your Extra Deck and attach this card from the Graveyard to it as an Xyz Material. (This Special Summon is treated as an Xyz Summon.)
-The last effect must be able to both Special Summon and equip Heart-eartH as Xyz Material, or it does nothing. Summoning and equipping are simultaneous.
e) Do A, also, after that, do B
(or Do A, also do B after that)
- B happens strictly after A
- If one of A and B cannot be done, the other is still done.
Granmarg the Mega Monarch
You can Tribute Summon this card by Tributing 1 Tribute Summoned monster. When this card is Tribute Summoned: Target up to 2 Set cards on the field; destroy those targets. If this card was Tributed Summoned by Tributing an EARTH monster, add this additional effect.
● Also, draw 1 card after that.
-If Granmarg gets its effect to draw, then it will cause any 'when' optional effects of the destroyed cards to miss their activation timing.
Scrap-Iron Statue
When the effect of a face-up Spell/Trap Card your opponent controls is activated: Destroy that card, also, after that, Set this card face-down instead of sending it to the Graveyard. If this card is sent to the Graveyard: You can target 1 "Junk" monster in your Graveyard; Special Summon that target in Defense Position. You can only use each effect of "Scrap-Iron Statue" once per turn.
-The destruction will cause things to miss the timing, because the last thing to happen is Scrap-Iron Statue setting itself. Also, Even if Scrap cannot Set itself, it will still destroy the opponent's card, and it will still Set itself if it can't destroy the opponent's card any more.
See also: http://www.konami.co...rticles/?p=4514
Well, that's pretty much all there is to PSCT. There are some more complicated matters to do with precedent - things that aren't on the card text whose absence tells you how it works - but those can be dealt with on a case by case basis.
If there are any suggestions, feel free to post! Take care.
Summary of PSCT https://ygorganization.com/summary-of-psct/
PSCT quizzes https://testmoz.com/100286
https://testmoz.com/467425
Condensed Konami policy https://drive.google.com/file/d/0Byb5OV0eVTIndlJFd2VWTV95OHc/view
YGO tournamen t policy http://www.yugioh-card.com/en/gameplay/penalty_guide/Yu-Gi-Oh!%20Tournament%20Policy%20v1.4%202013November14. pdf
Gen tournament policy http://www.yugioh-card.com/en/gameplay/penalty_guide/KDE%20TCG%20Tournament%20Policy%20v1.4%202013Novem ber14.pdf
Penalty guidelines http://www.yugioh-card.com/en/gameplay/penalty_guide/Penalty%20Guidelines%20v1.4%202013November14.pdf
Policy quiz https://testmoz.com/511548
SEGOC article http://yugioh.wikia.com/wiki/Simultaneous_Effects_Go_On_Chain
chain mechanics quizz https://testmoz.com/99952
Fast effect timing article https://ygorganization.com/learnrulingspart7/
Konamis article http://www.yugioh-card.com/en/gameplay/fasteffects_timing.html
Phase Mechanics
Sometimes several effects need to activate in a Phase or Step, such as the mill effects of Lightsworn monsters, or sometimes either player wants to use a fast effect such as Super Rejuvenation. How is their order determined?
Specifically this stuff applies to the Standby Phase, End Phase, and End Step of the Battle Phase, where Trigger Effects typically want to activate. Fast Effects don't quite work in this way - they're best understood according to the general principles of Fast Effect Timing.
The Structure
After the Phase begins, follow these steps:
The Turn Player (TP) can activate/end any (appropriate) effect or pass to the other player
The Non-Turn Player (NTP) can activate/end any effect or pass back to the TP
The TP must activate/end any mandatory effects, if any
The NTP must activate/end any mandatory effects, if any
The TP can activate/end any optional effect
The NTP can activate/end any optional effect
The TP discards for the hand size limit if appropriate
Any effects triggered by the hand limit discard can activate [the chain can be formed as normal]. After this chain, return to (7).
Anything which ends at the very end of the turn, such as the expiry of Effect Veiler, end just as the next player takes their turn.
Notes:
- At any point up to/including (6), any fast effect may be activated instead
- If any effect activates/resolves at any point, once the game state opens up again according to Fast Effect Timing, return to the beginning of the above steps.
- Anything that activates in the above steps are NOT all part of one chain. They're all chains that are built and resolved separately (if appropriate).
Let's take a look at some examples to see these steps in action.
Zenmaines vs Mind Control
Player A has “Dark Hole” and “Mind Control” in their hand. Player B controls “Wind-Up Zenmaines.” Player A activates “Dark Hole” and Player B detaches an Xyz Material for “Wind-Up Zenmaines.” Player A then activates “Mind Control” targeting “Wind-Up Zenmaines.” Player A moves to the End Phase. What are the possible outcomes?
We have Player A controlling Maines which needs to activate, and he also has Mind Control to end.
We start at (1). Player A can choose either Maines or Mind Control, or he could pass to Player B to see if they want to activate anything.
Outcome 1: Player A activates the effect of Maines at (1) and after it activates and resolves, Player A can resolve Mind Control after that.
Outcome 2: Player A resolves Mind Control first. After that, Player B can activate the effect of Maines that was returned.
So ultimately it's a simple case. Player A simply chooses which effect to resolve first.
Garunix vs Garunix
Players A and B both have a destroyed "Fire King High Avatar Garunix" in their Graveyards that were destroyed the previous turn. It is Player A's Standby Phase.
Note that Garunix's effects are mandatory.
Remember that the two Garunixes' effects to Special Summon, as well as their Trigger Effects to blow up the field, will all be in separate Chains in the End Phase. What this means is that the first Garunix to be Summoned will activate to blow up the field, and only after that resolves will the next one activate to Special Summon (as the EP cycle restarts again). Once the second is Special Summoned, it'll kill off the first.
So, the second Garunix to be Summoned will 'win', and it'll be left on the field once the dust (or fire) settles. Let's follow the EP steps to see what the possibilities are.
Player A can activate his Garunix's effect to Special Summon, or he can pass to Player B. Suppose he passes to B.
Player B can activate his Garunix's effect to Special Summon, or he can pass back to A. Suppose he passes back to A.
Player A is now forced to activate his Garunix's effect! (Or he may do something else, restarting the EP cycle).
So the possible outcomes are:
Outcome 1: Player A activates Garunix at (1). This means that Player B's Garunix wins.
Outcome 2: Player A passes at (1) and Player B activates Garunix at (2). This means that Player A's Garunix wins.
Outcome 3: Player A passes at (1), but Player B passes back, forcing A's Garunix to be first. This means that B's Garunix wins.
Hence Player B can 'force' Player A to Summon their Garunix first! They just have to pass at (2), if needed.
However, if Player B isn't quite as good at game mechanics as Player A, then A could pass to Player B, who might feel obliged to activate their Garunix's effect(s). This would result in Player A's Garunix winning. Ruling knowledge is power!
Garunix vs Treeborn Frog
Player A controls a "Treeborn Frog" (and no Spells/Traps), and Player B has a "Fire King High Avatar Garunix" that was destroyed in the last turn. It is Player A's Standby Phase.
Note that Treeborn Frog's effect is optional, which will change the outcomes from the previous.
Player A can activate the effect of Treeborn Frog or pass. Suppose Player A passes.
Player B can activate the effect of Garunix or pass. Suppose Player B passes as well.
Player A is NOT obliged to activate Treeborn Frog now, because its effect isn't mandatory. They can pass again.
Player B must now activate Garunix's effect.
So:
Outcome 1: Player A Summons Treeborn Frog at (1), and after that, Player B's Garunix kills it
Outcome 2: Player A keeps passing until Player B is forced to activate their Garunix and its destruction effect, allowing Treeborn Frog to be Special Summoned safely afterwards.
Due to the optional nature of Treeborn Frog's effect, Player A can always force it to be second... if he knows what he's doing!
Super Rejuvenation and White Stone of Legend
This section covers a more advanced, technical situation, and may be omitted.
Player A has activated "Super Rejuvenation" and discarded 2 Dragon-Type monsters earlier in the turn, and currently has 5 cards in their hand including a "Blue-Eyes White Dragon." Player A moves to the End Phase and applies the effect of "Super Rejuvenation," drawing another "Super Rejuvenation" and "The White Stone of Legend." What are some of the possible outcomes?
This is was a potential End Phase situation for Deep Draw Dragon Exodia.
Outcome 1: Player A activates Souper Rejuv from hand during (1) and draws 2 cards. After that Player A discards cards including Stone for hand size limit and since Stone is a mandatory trigger, it activates after it's discarded.
Outcome 2: Player A discards Stone for hand size limit, and Stone activates and resolves adding Blue-Eyes to hand. Player A then re-discards for the hand size limit and after that, play moves to Player B's turn.
Outcome 3: Player A discards Blue-Eyes for hand size limit, and play moves to Player B's turn.
Outcome 4: Player A discards Stone for hand size limit, and Stone activates. Player A then chains Souper Rejuv to Stone's effect, drawing 3 cards and then adding Blue-Eyes to hand. Player A then re-discards for the hand size limit.
Important here is that Super Rejuv is either used before the hand size discard (legal because Quick Play Spells can be activated from hand at any time during your turn), but if it's to be used after the discard, it must be chained to Stone. It cannot be used after it resolves because after (7) only chains started by certain trigger effects can go off, meaning that you cannot manually active Souper Rejuv on its own chain any time after discarding for the hand size limit.
Notes
You may be wondering where all of these steps come from. Actually, if you're very astute, you can derive Phase mechanics from the Fast Effect Timing Chart.
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T-Flowchart_EN-US.jpg
If you look at the right hand section of the Chart, you can begin to see how it works. Players cannot pass forever, so essentially the structure ends up like the steps I laid out at the beginning.
You can read more about the 'rigorous' handling of Phases here: https://ygorganizati...e-battle-phase/
Take care!
DMG step chart http://www.yugioh-card.com/uk/gameplay/damage.html
DMG step article https://ygorganization.com/learnrulingspart9/
https://ygorganization.com/that-wacky-damage-step/
http://yugioh.wikia.com/wiki/Damage_Step
Quiz https://testmoz.com/100554
Here you will find every ruling link you ever wanted! Linked below will be links to articles explaining various game mechanics, as well as Konami policy. Following the articles on each mechanic will be some short quizzes that you can use to test your knowledge.
If you're interested in studying rulings from the very beginning in sequence, try the Demystifying Rulings Series from YGOrganization.
Remember the trinity of learning rulings: playing, studying, lurking! Yugioh is a complex game, and the best way to learn rulings is through actually playing the game, reading articles about its mechanics, and spending time in the rulings section of reputable forums (like this one!).
Original credits for this page goes to bilaterus.
The Basics
This section includes the Yugioh Rulebook. Even if you know how to play, you should still flick through it, as there are some fundamental explanations inside. This section also contains DN's Rules.
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Yugioh Rules
The Yugioh TCG Rulebook
Yugioh is a highly complex game, and the rulebook is the perfect starting point to understanding how the game works. It covers the basics of chaining, spell speeds, and the different types of monster effects.
Introducing Pendulum Monsters!
Summary of Pendulum Summons
These articles explain how Pendulum cards work and behave in detail.
Rulebook Quiz
Rulebook Quiz 2
DN Rules
DN's Rules and Punishments Table
DN has strict rules when it comes to how to use Dueling Network, and you should be familiar with our rules, policies, and punishment system. Be sure to read and understand each of the points at the top of the table.
DN Rules and Punishments Quiz
Problem Solving Card Text (PSCT)
PSCT is how Konami now writes the text of cards, and understanding how it works is fundamental to the game. It's so important, it gets its own section on this thread.
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Here is bilaterus' article on PSCT in full: PSCT: The Key to Ruling Knowledge.
Alternatively check out the Summary of PSCT on the YGOrganization site.
PSCT Quiz
PSCT Quiz 2
Konami Policy
Everyone attending a sanctioned event must comply with Konami Tournament Policy. DN follows these policies where they are relevant.
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We have condensed the Policy Docs into a single, concise document, covering precisely everything that a player needs for DN.
Condensed Policy
However, if you intend to play or judge at real events, you will need to read the original Policy Docs in full. It is also worth reading to learn the context of the policy in the condensed version.
Konami Yugioh Tournament Policy
Konami General Tournament Policy
Konami Penalty Guidelines
Once you've read these documents, try Trublu Caribou's Policy Quiz!
General Game Mechanics
This section contains explanations of common and important game mechanics.
Optional "if" vs optional "when" effects
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Some effects cannot if their triggers are not the last thing to occur. You can view the official explanation on this mechanic from the rulebook below.
jNYtu0Z.jpg
This article by Joe Frankino explains the above mechanic in further detail.
Simultaneous Effects Go On Chain (SEGOC)
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SEGOC is what occurs when multiple effects are triggered at the same time, and dictates in what order these effects will be placed on the chain. This article explains SEGOC in detail.
Chain Mechanics Quiz
Fast Effect Timing
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Fast effect timing is, in essence, the set of rules governing when players can and cannot activate cards or effects or perform an action. This article explains Fast Effect Timing in detail.
Here is Konami's article on Fast Rffect Timing.
How to handle the Standby Phase and the End Phase
This article explains how to use the Fast Effect Timing chart to handle multiple effects that are triggered in a Phase, particularly the Standby and End Phases.
The Fast Effect Timing Chart
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T-Flowchart_EN-US.jpg
The Damage Step
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A battle between monsters in Yugioh is actually extremely complex.
This chart gives an introduction to the Damage Step.
Read more about the Damage Step here.
That Wacky Damage Step!
Only certain types of effect can be activated in the Damage Step. This link explains exactly which effects can be activated in more detail.
For a full (advanced) breakdown of the Damage Step, check the Wikia Damage Step page.
Damage Step and End Phase Quiz
Special Summons
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Everything You Need to Know About Special Summons
An in-depth explanation of the mechanics governing special summons.
Replays
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Replays
Everything you need to know about Replays is explained on the page linked above.
Attack & Defence Modifiers
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Atk & Def modifications and you!
Atk and Def modifiers can get pretty complicated, but with a combination of a cool head and the above link, you can solve the situations you're likely to encounter in duels.
Miscellaneous Rulings
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Miscellaneous Rulings
The above article contains information about a wide variety of common miscellaneous rulings and game mechanics. It is a good idea to know what is on this list, even if you don't learn it all in detail.
Miscellaneous Rulings Quiz
Judge Documents
These documents provide essential and insightful knowledge for judges.
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Complex Rulings & Mechanics
If you're familiar with the general mechanics of the game, and are interested in learning some more complicated rulings, this section is for you.
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Ruling Exams
This section contains exams that are useful if you want to test your knowledge of Yugioh rulings.
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Please do not hesitate to PM me if you have any suggestions, questions regarding anything listed above, or about rulings or game mechanics in general. Happy studying!
Misc Rulings Quiz https://testmoz.com/102665
Hullo! This page gives you access to the rulings and game mechanics that don't fit onto the rest of Skulblaka's Thread.
Credit to Petit Moth, who wrote the Attack Mechanics section.
Contents
Negating Things
Legality of Moves
The Game State
Verifications
ATK Modifiers
Pendulum Monsters and Macro Cosmos
Extra Normal Summons
Unusable Cards on DN
Tip for the DN Deck Constructor
Negating Things
This article covers: negating activations vs negating effects, 'activate' vs 'use', and negating monster effects.
Negation
Move Legality
This article addresses various questions concerning when certain moves are legal.
Move Legality
The Game State, Verifications, and ATK Modifiers
All three of these topics are covered by this article:
Miscellaneous Rulings
Pendulum Monsters and Macro Cosmos
The Rulebook states: "If there is a discrepancy between the basic rules and a card’s effect, the card effect takes precedence." For example, normally a monster can only attack once per Battle Phase, but if it's equipped with Twin Swords of Flashing Light - Tryce, it can attack twice.
This principle also tells us what to do when a Pendulum Monster is destroyed while Macro Cosmos is out. Game mechanics say it should return to the Extra Deck, yet Macro Cosmos says it should be banished. According to the above principle, card effects take precedence over game mechanics, so under Macro Cosmos, Pendulums are banished.
Extra Normal Summons
This post explains how extra Normal Summons work:
http://www.pojo.biz/...d.php?t=1118270
Unusable Cards on DN
These aren't exactly mechanics, but for the sake of reference I thought I should link to the following thread, which gives workarounds for many 'unusable' cards for DN:
http://duelingnetwor...g-network#32028
Note that the use of these in order to be annoying and waste time is a bannable offense.
Tip for the DN Deck Constructor
Again, this isn't exactly a mechanic, but this is as good a place to have it as any.
In the DN Deck Constructor, you can use an asterisk (*) to search for non-sequential phrases. For example, if you search for cards by typing in "target*destroy" into description in the Deck Constructor, you get a list of all the cards which have "target" in their card text, followed somewhere later by "destroy" (ie. the asterisk indicates that any amount of text can go between the word "target" and "destroy" in the text of the card). This can help you refine searches.
TCG rulebook http://www.yugioh-card.com/en/rulebook/EN_SDSE_Rulebook.pdf
Pendulums: https://yugiohblog.konami.com/articles/?p=6333
https://yugiohblog.konami.com/articles/?p=6351
Rulebook quizzes
https://testmoz.com/99773
https://testmoz.com/467406
PSCT: the Key to Ruling Knowledge*
*The title name is open to suggestions.
Table of Contents
PSCT? What's that? Why should I care about it?
Chains, Costs and Effects
Special Summons
Targeting
Multiple Target Effects
Causation and Timing
Note that if you are studying PSCT for the first time, it's advised to study it section by section, over time. Fully understand one part before moving on to the next.
1. PSCT? What's that? Why should I care about it?
PSCT stands for Problem-Solving Card Text, and it means the new card text that Konami have used to write Yugioh cards since roughly when Xyz monsters were introduced. It's important because this new text was designed to give a lot of information about the way the cards work.
PSCT, along with some other basic mechanics to do with Chains, cover perhaps 90% of all ruling situations. It's definitely worth becoming familiar with it!
The following rules are only for cards with this new card text. Older cards will not necessarily follow these rules. Make sure the card has PSCT before applying any of these rules!
2. Chains, and Costs/Effects
When a card is written with this new text, it is easy to tell which card effects, especially monster effects, uses the Chain (and as before, activating Spell and Trap cards themselves always starts a Chain.)
If a card effect has a colon ( : ) or a semi-colon ( ; ) in its effect text, activating that effect uses the Chain. If not, that effect does not activate or use the Chain.
Examples:
Mermail Abyssmegalo
You can discard 2 other WATER monsters to the Graveyard; Special Summon this card from your hand. When you do: You can add 1 "Abyss-" Spell/Trap Card from your Deck to your hand. You can Tribute 1 other face-up Attack Position WATER monster; this card can make a second attack during each Battle Phase this turn.
-We see that its summon effect, its search effect, and its double-attack effect all start Chains.
Collapserpent the Ebony Dragon
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 LIGHT monster from your Graveyard, and cannot be Special Summoned by other ways. You can only Special Summon "Collapsarpent the Ebony Dragon" this way once per turn. If this card is sent from the field to the Graveyard: You can add 1 "Wyburstar the Ivory Dragon" from your Deck to your hand.
-We see that its Special Summon effect does not start a Chain, but its effect when it is sent to the Graveyard does start a Chain.
Fusion Gate
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.
-We see that a Fusion Summon using Fusion Gate starts a Chain. This is separate to activating Fusion Gate itself onto the field, which obviously also starts a Chain.
Now, when a card is activated, it may have a cost, or you have to choose a target for it, and both of these actions are done at the same time as activating the card.
If an action is written before a semi-colon, it is done at activation of the effect. If it is written after a semi-colon, or there is no semi-colon, it is done when the effect resolves.
Examples:
Super Polymerisation
Discard 1 card; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from either side of the field as Fusion Materials. Cards and effects cannot be activated in response to this card's activation.
-We see that discarding 1 card is a cost to activate Super Polymerisation and this discarding is done when the card is activated, but sending the Fusion Materials to the Graveyard is not a cost, and is part of the effect.
Trance Archfiend
Once per turn: You can discard 1 Fiend-Type monster, and this card gains 500 ATK until the End Phase. When this card you control is destroyed and sent to the Graveyard: You can target 1 of your banished DARK monsters; add that target to your hand.
-We see that discarding a Fiend-Type is not written before a semi-colon and is therefore not a cost. Discarding is part of its effect.
Card Trooper
Once per turn: You can choose a number from 1 to 3, then send that many cards from the top of your Deck to the Graveyard; this card gains 500 ATK for each card sent to the Graveyard this way, until the End Phase. When this card you control is destroyed and sent to your Graveyard: Draw 1 card.
-We see that sending 1-3 cards to the Graveyard is a cost to activate the effect of Card Trooper, so the milling is done when the effect is activated and not when the effect resolves.
See also: http://www.konami.co...rticles/?p=2947
3. Special Summons
There are lots of cards with effects that negate Special Summons. However, these can only negate Special Summons which do not start a Chain. To prevent the Special Summon effect that starts a Chain, the effect itself must be negated.
a) Examples of cards that negate Special Summons:
Thunder King Rai-Oh
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 exactly 1 monster: You can send this face-up card to the Graveyard; negate the Special Summon, and if you do, destroy it.
Solemn Judgment
When a monster would be Summoned OR a Spell/Trap Card is activated: Pay half your Life Points; negate the Summon or activation, and if you do, destroy that card.
Evolzar Laggia
2 Level 4 Dinosaur-Type monsters
During either player's turn, when a monster(s) would be Normal or Special Summoned, OR a Spell/Trap Card is activated: You can detach 2 Xyz Materials from this card; negate the Summon or activation, and if you do, destroy that card.
b) Examples of Special Summons:
Black Luster Soldier – Envoy of the Beginning
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your Graveyard. Once per turn, you can activate 1 of these effects.
● Target 1 monster on the field; banish that target face-up. This card cannot attack the turn you activate this effect.
● During the Damage Step, if this attacking card destroys an opponent's monster by battle: It can make a second attack in a row.
-We see that its Special Summon effect does not start a Chain (no colon or semi-colon) so Evolzar Laggia could negate its Special Summon.
Gorz, 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.
-We see that its Special Summon effect does start a Chain. This means that to prevent its Summon, a card would have to negate the activation of the effect of Gorz, Emissary of Darkness. Something like Solemn Judgment could not do so because it cannot negate monster effects.
Monster Reborn
Target 1 monster in either player's Graveyard; Special Summon it.
-We see that it starts a Chain, and so to prevent the Special Summon a card would have to negate the activation of Monster Reborn itself. Something like Thunder King Rai-Oh could not do so because it cannot negate Spell Cards.
See also: http://www.konami.co...rticles/?p=3111
4. Targeting
Targeting is the technical term for selecting what cards are going to be affected by a card effect. A card with PSCT only targets if it uses the word 'target' in the text before the semi-colon.
Examples:
Lyla, Lightsworn Sorceress
During your Main Phase: You can target 1 Spell/Trap card your opponent controls; change this card you control from face-up Attack Position to face-up Defense Position, and destroy that target, but this card's battle position cannot be changed until the end of your next turn, except with a card effect. During each of your End Phases: Send the top 3 cards of your Deck to the Graveyard. You must control this face-up card to activate and to resolve this effect.
-We see that its effect does target a Spell or Trap Card at activation of the effect, so the opponent could Chain the targeted card to the effect of Lyla, Lightsworn Sorceress, if they can.
Neo-Spacian Grand Mole
At the start of the Damage Step, if this card battles an opponent's monster: You can return both monsters to the hand (without damage calculation).
-We see that the word 'target' is not used, so this card does not target the opponent's monster.
Creature Swap
Each player chooses 1 monster they control and switches control of those monsters with each other. Those monsters cannot change their battle positions for the rest of this turn.
-We see that this card does not use the word 'target' so both players choose a monster when the effect of Creature Swap resolves, and not at activation of Creature Swap.
Any conditions on the chosen card when it is chosen must be correct when the effect resolves if the card says 'target' after the semi-colon as well.
If it does not say 'target' after the semi-colon, the chosen card just needs to be in the same place.
Examples:
Atlantean Marksman
When this card inflicts Battle Damage to your opponent: You can Special Summon 1 Level 4 or lower "Atlantean" Sea Serpent-Type monster from your Deck, except "Atlantean Marksman". When this card is sent to the Graveyard to activate a WATER monster's effect: Target 1 Set card your opponent controls; destroy that target.
-We see that the text refers to 'that target' after the semi-colon, so the target must still be correct when the effect resolves; that is, it must still be a Set card. If the targeted card is flipped face-up by the time the effect of Atlantean Marksman resolves, the card is not destroyed.
Adreus, Keeper of Armageddon
2 Level 5 monsters
Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up card your opponent controls; destroy it.
-We see that it does not refer to 'that target' after the semi-colon, so even if the targeted card is flipped face-down by the time the effect of Adreus, Keeper of Armageddon resolves, it is still destroyed.
Circle of the Fire Kings
Target 1 FIRE monster you control and 1 FIRE monster in your Graveyard; destroy the first monster, and if you do, Special Summon the second monster from your Graveyard. You can only activate 1 "Circle of the Fire Kings" per turn.
-We see that it does not use the word 'target' after the semi-colon, so even if the monsters on the field are no longer FIRE monsters by the time the effect resolves, the first monster is still destroyed and the second monster is still Summoned.
See also: https://yugiohblog.k...rticles/?p=2962 ; http://www.konami.co...rticles/?p=3140
5. Multiple Target Effects
There are many effects which target more than 1 card at once. As above, if they use the word 'targets' after the semi-colon, any conditions on the chosen cards must still be correct when the effect resolves, and if it doesn't use 'targets' then the cards chosen only need to be in the same place.
Additionally, if it uses the word 'both' or 'all', then if one chosen card is no longer correct no others are affected.
Otherwise, if one chosen card is no longer correct, the others are still affected.
Examples
Pain Painter
While this card is face-up on the field, its name is treated as "Plaguespreader Zombie". Once per turn: You can target up to 2 face-up Zombie-Type monsters you control, except this card; they become Level 2 until the End Phase. They cannot be used as Synchro Material Monsters except for the Synchro Summon of a Zombie-Type monster.
-We see that, for its targeting effect, there is no mention of 'those targets' after the semi-colon, so even if the targets are no longer Zombie-Type by the time the effect resolves, that monster is still changed to Level 2. Also, there is no mention of 'both', so if one of the targets is removed by the time the effect resolves, the other monster is still affected.
Constellar Star Cradle
Target 2 "Constellar" monsters in your Graveyard; add those targets to your hand. You cannot conduct your Battle Phase the turn you activated this card.
-We see that there is no mention of 'both' in this text, so if one of the targets is removed from the Graveyard by the time the effect resolves, the other target will still be added to the hand.
Naturia Marron
When this card is Normal Summoned: You can send 1 "Naturia" monster from your Deck to the Graveyard. Once per turn: You can target 2 "Naturia" monsters in your Graveyard; shuffle both those targets into the Deck, then draw 1 card.
-We see that the term 'both' is used, so if one of the targets is removed from the Graveyard by the time the effect resolves, the other is not returned, and no card is drawn.
See also: https://yugiohblog.k...rticles/?p=2962 ; http://www.konami.co...rticles/?p=3140
6. Causation and Timing
Sometimes a card effect does several things, and there are lots of possible ways the parts of the effects can relate to each other, in terms of whether the parts are treated as simultaneous (at the same time) or not, and whether the first part must be successful for the second to go on at all. The main phrases are explained here.
There may seem like a lot, but each phrase intuitively tells you what it means. So you can get a feel for what they mean after a little practice. Alternately, you can always quickly look them up if you need to.
Warning: PSCT is constantly being added to, and conjunctions especially were added significantly long after PSCT was initially introduced. So, even on some old cards with PSCT, the term 'and' is used when 'and if you do' is meant. Be cautious with such older cards (Lyla, Lightsworn Sorceress and Starpdust Dragon are notable examples).
a) Do A, and if you do, do B
-A and B happen simultaneously.
-If A can't be done, B isn't done.
-A is still done even if B can't be done.
Solemn Warning
When a monster would be Summoned, OR when a Spell Card, Trap Card, or monster effect is activated that includes an effect that Special Summons a monster(s): Pay 2000 Life Points; negate the Summon or activation, and if you do, destroy that card.
-A is negating the Summon or activation, and B is destroying the card that is being Summoned or activated. If the card cannot be destroyed, its effect is still negated.
Circle of the Fire Kings
Target 1 FIRE monster you control and 1 FIRE monster in your Graveyard; destroy the first monster, and if you do, Special Summon the second monster from your Graveyard. You can only activate 1 "Circle of the Fire Kings" per turn.
-A is destroying the first monster, and B is Summoning the second monster. If the first monster cannot be destroyed, the second isn't Summoned.
b) Do A, then do B
-B happens strictly after A.
-If A can't be done, B isn't done.
-A is still done even if B can't be done.
Goldd, Wu-Lord of Dark World
If this card is discarded to the Graveyard by a card effect: If it was discarded from your hand to your Graveyard by an opponent's card effect, you can target up to 2 cards your opponent controls; Special Summon this card from the Graveyard, then destroy those cards (if any).
-A is Special Summoning this card, and B is destroying the targets. If targets are destroyed, it will cause cards which respond to Summons to miss their activation timing.
Battle Break
When an opponent's monster declares an attack: Your opponent can reveal 1 monster in their hand to negate this card's effect, otherwise destroy the attacking monster, then end the Battle Phase.
-A is destroying the attacking monster, and B is ending the Battle Phase. This will cause 'when' optional effects that are triggered by destruction to miss their activation timing.
c) Do A, also do B
-A and B happen simultaneously.
-If one of A and B cannot be done, the other is still done.
Offerings to the Doomed
Target 1 face-up monster on the field; destroy that target, also skip your next Draw Phase.
-A is destroying the target, and B is skipping the Draw Phase. If the monster cannot be destroyed, the Draw Phase is still skipped.
Masked Ninja Ebisu
Once per turn, if you control a face-up "Ninja" monster other than "Masked Ninja Ebisu", you can activate this effect: Return a number of your opponent's Spell/Trap Cards to the hand, equal to the number of "Ninja" monsters you control, also every face-up "Goe Goe the Gallant Ninja" you control can attack your opponent directly this turn.
-A is returning Spell/Trap cards to the hand, and B is the effect allowing Goe Goe the Gallant Ninja to attack directly. Even if no cards are returned to the hand, Goe Goe the Gallant Ninja can still attack directly.
d) Do A and do B
-A and B happen simultaneously
-If one of A and B cannot be done, the other is not done
Light and Darkness Dragon
Cannot be Special Summoned. While face-up on the field, this card is also DARK-Attribute. Once per Chain, during either player's turn, when a Spell Card, Trap Card, or monster effect is activated: This card loses exactly 500 ATK and DEF and that activation is negated. When this card is destroyed and sent to the Graveyard: Target 1 monster in your Graveyard (if possible); destroy all cards you control, also Special Summon that monster (if any).
-The negation effect requires that LaDD can both lose 500 ATK and DEF and negate the activation of the card effect. If LaDD cannot lose exactly 500 ATK and DEF, it does not negate the activation either.
Number 53: Heart-eartH
3 Level 5 monsters
Once per turn, when this card is targeted for an attack: It gains ATK equal to that attacking monster's original ATK, until the End Phase. If this face-up card on the field would be destroyed, you can detach 1 Xyz Material from this card instead. When this card on the field is destroyed by a card effect while it has no Xyz Materials: You can Special Summon 1 "Number 92: Heart-eartH Dragon" from your Extra Deck and attach this card from the Graveyard to it as an Xyz Material. (This Special Summon is treated as an Xyz Summon.)
-The last effect must be able to both Special Summon and equip Heart-eartH as Xyz Material, or it does nothing. Summoning and equipping are simultaneous.
e) Do A, also, after that, do B
(or Do A, also do B after that)
- B happens strictly after A
- If one of A and B cannot be done, the other is still done.
Granmarg the Mega Monarch
You can Tribute Summon this card by Tributing 1 Tribute Summoned monster. When this card is Tribute Summoned: Target up to 2 Set cards on the field; destroy those targets. If this card was Tributed Summoned by Tributing an EARTH monster, add this additional effect.
● Also, draw 1 card after that.
-If Granmarg gets its effect to draw, then it will cause any 'when' optional effects of the destroyed cards to miss their activation timing.
Scrap-Iron Statue
When the effect of a face-up Spell/Trap Card your opponent controls is activated: Destroy that card, also, after that, Set this card face-down instead of sending it to the Graveyard. If this card is sent to the Graveyard: You can target 1 "Junk" monster in your Graveyard; Special Summon that target in Defense Position. You can only use each effect of "Scrap-Iron Statue" once per turn.
-The destruction will cause things to miss the timing, because the last thing to happen is Scrap-Iron Statue setting itself. Also, Even if Scrap cannot Set itself, it will still destroy the opponent's card, and it will still Set itself if it can't destroy the opponent's card any more.
See also: http://www.konami.co...rticles/?p=4514
Well, that's pretty much all there is to PSCT. There are some more complicated matters to do with precedent - things that aren't on the card text whose absence tells you how it works - but those can be dealt with on a case by case basis.
If there are any suggestions, feel free to post! Take care.
Summary of PSCT https://ygorganization.com/summary-of-psct/
PSCT quizzes https://testmoz.com/100286
https://testmoz.com/467425
Condensed Konami policy https://drive.google.com/file/d/0Byb5OV0eVTIndlJFd2VWTV95OHc/view
YGO tournamen t policy http://www.yugioh-card.com/en/gameplay/penalty_guide/Yu-Gi-Oh!%20Tournament%20Policy%20v1.4%202013November14. pdf
Gen tournament policy http://www.yugioh-card.com/en/gameplay/penalty_guide/KDE%20TCG%20Tournament%20Policy%20v1.4%202013Novem ber14.pdf
Penalty guidelines http://www.yugioh-card.com/en/gameplay/penalty_guide/Penalty%20Guidelines%20v1.4%202013November14.pdf
Policy quiz https://testmoz.com/511548
SEGOC article http://yugioh.wikia.com/wiki/Simultaneous_Effects_Go_On_Chain
chain mechanics quizz https://testmoz.com/99952
Fast effect timing article https://ygorganization.com/learnrulingspart7/
Konamis article http://www.yugioh-card.com/en/gameplay/fasteffects_timing.html
Phase Mechanics
Sometimes several effects need to activate in a Phase or Step, such as the mill effects of Lightsworn monsters, or sometimes either player wants to use a fast effect such as Super Rejuvenation. How is their order determined?
Specifically this stuff applies to the Standby Phase, End Phase, and End Step of the Battle Phase, where Trigger Effects typically want to activate. Fast Effects don't quite work in this way - they're best understood according to the general principles of Fast Effect Timing.
The Structure
After the Phase begins, follow these steps:
The Turn Player (TP) can activate/end any (appropriate) effect or pass to the other player
The Non-Turn Player (NTP) can activate/end any effect or pass back to the TP
The TP must activate/end any mandatory effects, if any
The NTP must activate/end any mandatory effects, if any
The TP can activate/end any optional effect
The NTP can activate/end any optional effect
The TP discards for the hand size limit if appropriate
Any effects triggered by the hand limit discard can activate [the chain can be formed as normal]. After this chain, return to (7).
Anything which ends at the very end of the turn, such as the expiry of Effect Veiler, end just as the next player takes their turn.
Notes:
- At any point up to/including (6), any fast effect may be activated instead
- If any effect activates/resolves at any point, once the game state opens up again according to Fast Effect Timing, return to the beginning of the above steps.
- Anything that activates in the above steps are NOT all part of one chain. They're all chains that are built and resolved separately (if appropriate).
Let's take a look at some examples to see these steps in action.
Zenmaines vs Mind Control
Player A has “Dark Hole” and “Mind Control” in their hand. Player B controls “Wind-Up Zenmaines.” Player A activates “Dark Hole” and Player B detaches an Xyz Material for “Wind-Up Zenmaines.” Player A then activates “Mind Control” targeting “Wind-Up Zenmaines.” Player A moves to the End Phase. What are the possible outcomes?
We have Player A controlling Maines which needs to activate, and he also has Mind Control to end.
We start at (1). Player A can choose either Maines or Mind Control, or he could pass to Player B to see if they want to activate anything.
Outcome 1: Player A activates the effect of Maines at (1) and after it activates and resolves, Player A can resolve Mind Control after that.
Outcome 2: Player A resolves Mind Control first. After that, Player B can activate the effect of Maines that was returned.
So ultimately it's a simple case. Player A simply chooses which effect to resolve first.
Garunix vs Garunix
Players A and B both have a destroyed "Fire King High Avatar Garunix" in their Graveyards that were destroyed the previous turn. It is Player A's Standby Phase.
Note that Garunix's effects are mandatory.
Remember that the two Garunixes' effects to Special Summon, as well as their Trigger Effects to blow up the field, will all be in separate Chains in the End Phase. What this means is that the first Garunix to be Summoned will activate to blow up the field, and only after that resolves will the next one activate to Special Summon (as the EP cycle restarts again). Once the second is Special Summoned, it'll kill off the first.
So, the second Garunix to be Summoned will 'win', and it'll be left on the field once the dust (or fire) settles. Let's follow the EP steps to see what the possibilities are.
Player A can activate his Garunix's effect to Special Summon, or he can pass to Player B. Suppose he passes to B.
Player B can activate his Garunix's effect to Special Summon, or he can pass back to A. Suppose he passes back to A.
Player A is now forced to activate his Garunix's effect! (Or he may do something else, restarting the EP cycle).
So the possible outcomes are:
Outcome 1: Player A activates Garunix at (1). This means that Player B's Garunix wins.
Outcome 2: Player A passes at (1) and Player B activates Garunix at (2). This means that Player A's Garunix wins.
Outcome 3: Player A passes at (1), but Player B passes back, forcing A's Garunix to be first. This means that B's Garunix wins.
Hence Player B can 'force' Player A to Summon their Garunix first! They just have to pass at (2), if needed.
However, if Player B isn't quite as good at game mechanics as Player A, then A could pass to Player B, who might feel obliged to activate their Garunix's effect(s). This would result in Player A's Garunix winning. Ruling knowledge is power!
Garunix vs Treeborn Frog
Player A controls a "Treeborn Frog" (and no Spells/Traps), and Player B has a "Fire King High Avatar Garunix" that was destroyed in the last turn. It is Player A's Standby Phase.
Note that Treeborn Frog's effect is optional, which will change the outcomes from the previous.
Player A can activate the effect of Treeborn Frog or pass. Suppose Player A passes.
Player B can activate the effect of Garunix or pass. Suppose Player B passes as well.
Player A is NOT obliged to activate Treeborn Frog now, because its effect isn't mandatory. They can pass again.
Player B must now activate Garunix's effect.
So:
Outcome 1: Player A Summons Treeborn Frog at (1), and after that, Player B's Garunix kills it
Outcome 2: Player A keeps passing until Player B is forced to activate their Garunix and its destruction effect, allowing Treeborn Frog to be Special Summoned safely afterwards.
Due to the optional nature of Treeborn Frog's effect, Player A can always force it to be second... if he knows what he's doing!
Super Rejuvenation and White Stone of Legend
This section covers a more advanced, technical situation, and may be omitted.
Player A has activated "Super Rejuvenation" and discarded 2 Dragon-Type monsters earlier in the turn, and currently has 5 cards in their hand including a "Blue-Eyes White Dragon." Player A moves to the End Phase and applies the effect of "Super Rejuvenation," drawing another "Super Rejuvenation" and "The White Stone of Legend." What are some of the possible outcomes?
This is was a potential End Phase situation for Deep Draw Dragon Exodia.
Outcome 1: Player A activates Souper Rejuv from hand during (1) and draws 2 cards. After that Player A discards cards including Stone for hand size limit and since Stone is a mandatory trigger, it activates after it's discarded.
Outcome 2: Player A discards Stone for hand size limit, and Stone activates and resolves adding Blue-Eyes to hand. Player A then re-discards for the hand size limit and after that, play moves to Player B's turn.
Outcome 3: Player A discards Blue-Eyes for hand size limit, and play moves to Player B's turn.
Outcome 4: Player A discards Stone for hand size limit, and Stone activates. Player A then chains Souper Rejuv to Stone's effect, drawing 3 cards and then adding Blue-Eyes to hand. Player A then re-discards for the hand size limit.
Important here is that Super Rejuv is either used before the hand size discard (legal because Quick Play Spells can be activated from hand at any time during your turn), but if it's to be used after the discard, it must be chained to Stone. It cannot be used after it resolves because after (7) only chains started by certain trigger effects can go off, meaning that you cannot manually active Souper Rejuv on its own chain any time after discarding for the hand size limit.
Notes
You may be wondering where all of these steps come from. Actually, if you're very astute, you can derive Phase mechanics from the Fast Effect Timing Chart.
Hide
T-Flowchart_EN-US.jpg
If you look at the right hand section of the Chart, you can begin to see how it works. Players cannot pass forever, so essentially the structure ends up like the steps I laid out at the beginning.
You can read more about the 'rigorous' handling of Phases here: https://ygorganizati...e-battle-phase/
Take care!
DMG step chart http://www.yugioh-card.com/uk/gameplay/damage.html
DMG step article https://ygorganization.com/learnrulingspart9/
https://ygorganization.com/that-wacky-damage-step/
http://yugioh.wikia.com/wiki/Damage_Step
Quiz https://testmoz.com/100554