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Priority Guide


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#21 Nomad

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Posted 01 March 2010 - 04:03 AM

While the rulebook has a fairly decent breakdown of monster, I'm reluctant to recommend that general wikia page in full confidence, as its subject to change at any time & already talks about anime & fan created terms in the same context as real things. Either way, I'll continue from where Tenken left off, and write a quick breakdown of what's included in each spell speed (which I might end up turning into a full article later on).

Monsters

Spell Speed 1:

"Ignition effects" - Unless specified otherwise, these are activated during your main phase from a face-up position. Examples of this include Exiled Force, Mezuki, and Lumina. Think of these effecs that you set into motion by choice.

"Trigger effects" - These effects will usually activate in response to something else already happening to or around the card in question. Examples of this include Sangan, King Tiger Wanghu, & Armageddon Knight.

"Flip Effects" - Essentially, "Flip Effects" are a special branch of mandatory flip effects that real along the lines of "Flip:". Unless specified otherwise, they will activate upon being flipped up by any means.


Spell Speed 2:


"Quick Effects" (formerly known as Multi-Trigger) - Unless specified otherwise, these effects can be activated from a face-up card you control, and the card's text & or rulings will explain the timing. Examples of these include D.D. Crow, Honest & Necro Gardna.


Spell Speed 3:


There are currently no "Spell Speed 3" monster effects.


Spells

Spell Speed 1:


"Normal Spell Cards" - These are the most basic form of Spell Cards. When you activate a Normal Spell Card itself or the effect of a Normal Spell Card (ignition or trigger), you are performing a Spell Speed 1 activation. Unless specified otherwise (such as the unique case of Curse of Fiend), the card or its effect can only be activated during your main phase.

"Ritual Spell Cards" - When you activate a Ritual spell card itself or the effect of a Ritual Spell Card (ignition or trigger), you are performing a Spell Speed 1 activation. Unless specified otherwise, the card or its effect can only be activated during your main phase. Unless specified otherwise, remember that tributing the monsters from your hand & or control is not a cost, but part of the effect. Also, unless specified otherwise, you may exceed the level requirement, but only if one or more of the monsters used wouldn't fill the requirement without needing another. For example, you can use a lv3 & lv4 monster when Ritual Summoning a Lv6 monster, but not for a Lv4 monster because you don't "need" the lv3.

"Equip Spell Cards" - When you activate an Equip Spell Card itself or the effect of an Equip Spell Card (ignition or trigger), you are performing a Spell Speed 1 activation. Unless specified otherwise, the card or its effect can only be activated during your main phase. However, its important to remember that many of these cards have effects that are continous or continuously applied such as state of beings, so its important not to confuse applying these effects with "activating effects".

"Continuous Spell Cards" - When you activate a Continuous Spell Card itself or the effect of a Continuous Spell Card (ignition or trigger), you are performing a Spell Speed 1 activation. Unless specified otherwise, the card or its effect can only be activated during your main phase. However, its important to remember that many of these cards have effects that are continous or continuously applied such as state of beings, so its important not to confuse applying these effects with "activating effects".

"Field Spell Cards" - When you activate a Field Spell Card itself or the effect of a Field Spell Card (ignition or trigger), you are performing a Spell Speed 1 activation. Much like with Equip & Continuous cards, its important not to mix up effects that activate with effects that are applied without claiming a chain link.


Spell Speed 2:

"Quick-Play Spell Cards" - The way I see it, Quick-Play Spell Cards embody the best of both worlds. This is because while you're able to activate them from your hand just like any other Spell Card, you're not limited to your Main Phases when doing this. Along with that, they can also be set onto the field to be activated later on, assuming of course that at least one End Phase has passed. Since they are Spell Speed 2, they can be activated during either player's turn in response to the activation of Spell Speed 2 or lower activations, as well as in response to a chain's resolution.

Spell Speed 3:


There are currently no "Spell Speed 3" Spell Cards or effects.


Traps


Spell Speed 1:

While there are currently no Spell Speed 1 Trap Cards, certain trigger effects from face-up Trap Cards are treated like Spell Speed 1 effects, mostly for the sake of chain building simplicity. However, this isn't "always" the case.


Spell Speed 2:

"Normal Trap Cards" - When you activate a Normal Spell Card itself, you are performing a Spell Speed 2 activation. Unless specified otherwise, you may do this during either player's turn, assuming of course that your card has been set for the passing of at least one End Phase. Now, when it comes to whether or not the trigger effects being activated by these cards also claims a Spell Speed 2 activation, the lines aren't as clear as we'd like. I'm saying this because while "most" of our understanding of trigger effects points to them being spell speed 1 (regardless of source), rulings from unique cards such as Dark Coffin suggest that the card's Spell Speed 2 designation still applies.

"Continuous Trap Cards" - When you activate a Continuous Spell Card itself, or a non-triggered effect from a Trap Card, you are performing a Spell Speed 2 activation. Unless specified otherwise, you may do this during either player's turn, assuming of course that your card has been set for the passing of at least one End Phase. As I mentioned earlier, the answer to whether or not activations that don't come from the card itself also carry the Spell Speed 2 designation isn't 100% clear. Along with creating a rule of thumb for whether or not the trigger-like effects of Trap Cards can be activated during the same chain link & also claim a Spell Speed 2 designation as the card's activation (the way they can for quick-like effects of cards like Royal Oppression), this is one of the main things that Konami still needs to clarify.

Spell Speed 3:

"Counter-Trap Cards" - These cards claim the fastest of all spell speed, and often have effects that negate other activations.

Edited by Val, 01 March 2010 - 04:05 AM.

 

 

 

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View PostMavs, on 28 January 2011 - 04:39 PM, said:

Don't hate on the bitches.

 

 

 

 


#22 tijiro

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Posted 20 October 2010 - 05:37 PM

if i activate solemn judgment when my opponent has a barkion on the field can they chain barkion and negate SJ? i was told monsters cannot chain effects to counter traps

#23 Nomad

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Posted 20 October 2010 - 05:45 PM

That's correct (not being able to negate Solemn Judgment by activating a monster effect), and it has everything to do with spell speed.

Solemn Judgment is a counter-trap card, which is spell speed 3. Now, since the only types of spell speed 3 effects are counter traps, and since we know that Naturia Barkion isn't a counter trap (it is a monster card with a spell speed 2 quick effecr), we know that it can't be chained to Solemn Judgment.



 

 

 

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View PostMavs, on 28 January 2011 - 04:39 PM, said:

Don't hate on the bitches.

 

 

 

 


#24 Tsukuyomi

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Posted 21 October 2010 - 08:30 AM

View PostVal, on 06 August 2009 - 08:29 AM, said:

Inherent special summons are the kind of special summons that can be negated by Thunder King Rai-Oh, Vanquishing Light, Solemn Judgment, & Black Horn Of Heaven. They can also be negated with the unique effect of Royal Oppression, because it has the ability to negate both inherent special summons, & effects that activate with the possibility of perform a special summon. One of the ways that I've been able to understand what they are is to separate them them into two main groups or classifications, remembering that neither of them start of claim a chain link. In that respect, they are much like normal & flip summons. Simply put, this because they are actions performed, but not "activated" by the player.

So, meaning, I can't chain a card that would negate a monster effect (ie: Divine Wrath, War Chariot) to a Cyber Dragon/Test Tiger's SS effect/etc.?


Interesting topic btw.

Edited by Tsukuyomi, 21 October 2010 - 08:34 AM.


#25 Nomad

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Posted 22 October 2010 - 09:51 AM

Thats correct because an "effect" isn't being "activated". Instead, a "summon condition" is being "performed" without claiming a chain link.

 

 

 

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View PostMavs, on 28 January 2011 - 04:39 PM, said:

Don't hate on the bitches.

 

 

 

 


#26 Tsukuyomi

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Posted 23 October 2010 - 10:56 AM

View PostVal, on 22 October 2010 - 09:51 AM, said:

Thats correct because an "effect" isn't being "activated". Instead, a "summon condition" is being "performed" without claiming a chain link.

But, if for example, it requires something (removing, etc) I can negate the summon (ie: Chaos Sorceror, etc), cause an effect is being activated (removing being the cost). Right?

#27 Tenken

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Posted 23 October 2010 - 11:02 AM

View PostTsukuyomi, on 23 October 2010 - 10:56 AM, said:

But, if for example, it requires something (removing, etc) I can negate the summon (ie: Chaos Sorceror, etc), cause an effect is being activated (removing being the cost). Right?
No. That is still special summoning itself, it is just attached to a cost.

#28 Fallen

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Posted 23 October 2010 - 12:45 PM

Great guide Val. Will clear up a lot of haze for many people.

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#29 Tsukuyomi

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Posted 23 October 2010 - 04:32 PM

View PostXero, on 23 October 2010 - 12:45 PM, said:

Great guide Val. Will clear up a lot of haze for many people.

True, it actually helps a lot understanding how it works, for people who are starting/getting back in game.




Good job.

#30 Nomad

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Posted 24 October 2010 - 05:25 PM

Thanks guys, means a lot. :)

 

 

 

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View PostMavs, on 28 January 2011 - 04:39 PM, said:

Don't hate on the bitches.

 

 

 

 


#31 HaouJudai

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Posted 23 February 2011 - 05:01 AM

Val did you want to post the email that konami sent out about ignition?
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#32 Nomad

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Posted 23 February 2011 - 03:38 PM

I've already posted that e-mail in the discussion topic Big D started, but I guess it couldn't hurt to post it here as well, given the subject matter. As of right now though, everything in my article is correct. If/when Konami decides to change things, then I'll change our article accordingly to reflect the simplifications.

The way I've understood it though, the only difference will be/would be that Ignition Effects of monsters (such as Exiled Force & Puppet Plant) will no longer be able to break the norm by being granted the ability to activate in response to a successful summon that's being performed by the Turn Player during the Turn Player's turn in the absence of Trigger Effects being present to claim the early links of that response chain. Other than that, everything else should be the same.


Julia Hedberg said:

Hi Judges,

Well, it was an exciting weekend for some of us – Konami in Japan posted information on their website, concerning a change in the way priority will interact with Monster's Ignition effects, and the TCG world started going ballistic.

Just to make sure our judges are all receiving correct information, I'm sending out this email. Here's all you need to know for the time being:

1) This change will take place on March 19th for OCG Territories only. It will not be in effect in TCG territories (which means everyone receiving this email.)

2) In other words, do not make any changes to previous rulings in TCG territories. Players will tell you the rule has changed. They will be wrong.

3) When any such change takes place in TCG territories, judges and players alike will be provided with official information on www.yugioh-card.com. I will also send out a general email to the judge roster. There will be time to prepare and we will give you plenty of details about what the change will mean.

4) Once more, just for the heck of it – this ruling change does not currently affect the TCG. There are no changes in rulings for the TCG.

Good luck at your events in the coming weeks! You are in for a fun time. J

PS: News of an exciting and helpful judge resource should be announced soon. Look for an upcoming email!

 

 

 

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View PostMavs, on 28 January 2011 - 04:39 PM, said:

Don't hate on the bitches.

 

 

 

 


#33 HaouJudai

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Posted 15 March 2011 - 05:13 PM

Quote

"can only" - This monster cannot be normal summoned or set. This means that if the monster in question, lets say The Dark Creator or Chaos Sorcerer, is in the graveyard or RFG zone, it may be special summoned with Monster Reborn... but only if it was sent there from the field, and after being properly summoned.

"except by" - This monster cannot be normal summoned or set. This means that even if the monster, lets say Dark Armed Dragon or Judgment Dragon, is in the graveyard or RFG zone, it cannot be special summoned with Monster Reborn.

"can be" - A card such as Cyber Dragon or Spell Striker that reads like this has no restriction on being normal summoned or set, so it can be special summoned with cards like Monster Reborn, regardless of how it went to the graveyard. Along with being normal summoned or set these monsters simply have the option (rather than a need) to be special summoned by their own condition that doesn't claim a chain link.

So which one is semi nomi and which is nomi?
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#34 Nomad

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Posted 15 March 2011 - 10:31 PM

There's no such thing as a nomi or semi-nomi monster. Those are just fan terms that people made up based on rough fanslations, and as such, often end up describing varying types of monsters & creating varrying misconceptions along the way.

... that's why the hands down best & easiest way to identify a monster's summon related functionality is to read the text that's printed right on the card ("can only", "except by", & "can be/by").

 

 

 

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View PostMavs, on 28 January 2011 - 04:39 PM, said:

Don't hate on the bitches.

 

 

 

 


#35 Yugioh Genius.

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Posted 01 April 2011 - 11:39 AM

Thanks Val, you're definately one of the more memorable members of ETC(used to have a bird as ur pic). I had problems with priority at my locals on monday but this article cleared everything up for me. Really good and useful article.
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#36 Nomad

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Posted 01 April 2011 - 12:23 PM

Thanks for the props & I'm glad to hear that it helped things on your end.

 

 

 

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View PostMavs, on 28 January 2011 - 04:39 PM, said:

Don't hate on the bitches.

 

 

 

 


#37 bherrell2

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Posted 04 January 2012 - 05:31 PM

Can you touch on responding to your own trap cards to form chain links and when my opponent can respond? I'm playing a couple games with Chain Burn.

Essentially I flip x trap card, I know my opponent can use Solemn Judgment/Bribe right away but if he has a Trap Stun or something, can he respond with that before I chain another trap card? I am pretty sure he can but just want to be positive.
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#38 Nomad

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Posted 04 January 2012 - 05:55 PM

With exception to trigger effects that activate in response to something (which are arranged via SEGOC & order of being triggered, and that's why you can have situations where you will claim the first 2 links and your opponent has to have the 3rd if your effects are mandatory & theirs is optional), the same player cannot activate a card/effect directly behind a card/effect without passing priority to their opponent first.

This means that if you activate a card or effect (lets say Ookazi for the sake of keeping to a simple burn deck example), you need to pass after you do (this is always done with chain links that aren't trigger effects activating in response to something), and it doesn't matter what you've activated or what you think your opponent might do when they have priority. Then once your opponent has priority to activate something of the appropriate spell speed in a chain, they can choose to activate something or pass without activating anything.

At this point, you'll have priority again, and the chain won't be finished until both player pass consecutively (one after the other).


... in other words, you can't activate two cards back to back without giving your opponent a chance after each one, regardless of what they might wanna chain. Hope this makes sense. If not, just say so & we'll figure it out.

Cards like Super Polymerization prevent certain things from being chained, but this just has to do with the card being special because its text says that it is.

 

 

 

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View PostMavs, on 28 January 2011 - 04:39 PM, said:

Don't hate on the bitches.

 

 

 

 





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