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* Bir canavar sahaya "[[Dimensionhole]]" ile döndüğü zaman onun konumunu "manüel" olarak değiştirebilirsiniz (3 istisnadan hiçbiri bulunmadığı sürece) çünkü o canavar çağrmaz.
 
* Bir canavar sahaya "[[Dimensionhole]]" ile döndüğü zaman onun konumunu "manüel" olarak değiştirebilirsiniz (3 istisnadan hiçbiri bulunmadığı sürece) çünkü o canavar çağrmaz.
  
== Missing the Timing - Optional Trigger Effects ==
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== Zamanlamayı kaçırma - Seçmeli tetikleme efektleri ==
Sometimes a [[Trigger Monster Effects|Trigger Effect]] says that "when" a condition happens, you "can" [[activate]] its effect. In this case, you are only allowed to activate the effect when the condition being met was the last thing to happen in the game (activating cards & effects that haven’t [[resolve]]d yet doesn’t count).  
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Bazen tetiklemeli bir canavar efektine göre, bir durum gerçekleş"tiğinde" onun efektini açıltır"abil"irsiniz. Bu durumda o efekti yalnızca o durum oyunda son gerçekleşen şey ise çalıştırabilirsiniz (kartları çalıştırma ve uygulanmayan efektler sayılmaz).  
 
   
 
   
If the triggering condition happened for an optional Trigger Effect, but something else has happened after that, then you have "missed the timing" and you cannot activate it. For example, this can happen if the optional Trigger Effect monster was [[Tribute]]d for a [[Tribute Summon]] or to activate a card effect, or if the triggering condition happened in a [[chain]] and wasn't [[Chain Link]] 1, or if another card effect or game effect has happened since then. The triggering condition has to be the very last thing that happened in order for a "when... you can" optional Trigger Effect to activate.
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Tetikleme durumu seçmeli bir tetikleme efekti için gerçekleşirse ama ondan sonra başka bir şey olursa "zamanlamayı kaçırırsınız" ve efekti çalıştıramazsınız. Örneğin, seçmeli tetikleme efektli canavar, feda çağrısı için feda edildiğinde veya kart efekti çalıştığında veya tetikleme durumu 1. zincir halkası değilken veya ondan sonra bir kart veya oyun efekti gerçekleştiğinde bu durum gerçekleşebilir. "-tiğinde... -ebilirsiniz" tetikleme efektinin çalışması için tetikleme durumunun gerçekleşen son şey olması gerekir.
 
   
 
   
Note that Trigger Effects can be found on [[Spell Cards|Spell]] & [[Trap Cards]] as well as [[Monster Cards]].
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Unutmayın ki tetikleme efektleri canavar kartlarının yanı sıra büyü ve tuzak kartlarında da bulunabilir.
 
   
 
   
For some good specific examples of "missing the timing", see the rulings for "[[Card Rulings:Pinch Hopper|Pinch Hopper]]", "[[Card Rulings: Archfiend of Gilfer|Archfiend of Gilfer]]", "[[Card Rulings:Butterfly Dagger - Elma|Butterfly Dagger - Elma]]", "[[Card Rulings:Heart of the Underdog|Heart of the Underdog]]", "[[Card Rulings:Peten the Dark Clown|Peten the Dark Clown]]", or "[[Card Rulings:Dark Magician of Chaos|Dark Magician of Chaos]]".
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"Zamanlamayı kaçırma" ile ilgili örnekleri okumak için "[[Pinch Hopper]]", "[[Archfiend of Gilfer]]", "[[Butterfly Dagger - Elma]]", "[[Heart of the Underdog]]", "[[Peten the Dark Clown]]" ve "[[Dark Magician of Chaos]]" kartlarıyla ilgili kurallara bakınız.
  
 
== Unaffected by Spell Cards ==
 
== Unaffected by Spell Cards ==

18:17, 18 Şubat 2008 tarihindeki hâli

Aşağıdaki metin Türkçe'ye çevirilmektedir.


Bazen Yugioh Kart Oyunu oldukça karışık bir hâl alabilir, özellikle de iki ileri düzeydeki oyuncu birbirlerine karşı oynuyorlarsa.

Burada bazı çok önemli ileri düzey kurallarla ilgili bilgiler bulunmaktadır. Bu anlatılan durumlarla bir düelloda karşılaşma olasılığınız çok düşüktür ancak başınıza geldiğinde nasıl oynamanız gerektiğine karar vermekte zorlanabilirsiniz. İleri düzey bir oyuncuysanız bu bilgileri dikkatle okuyunuz.

Savaş konumu değişiklikleri

Bir canavar kartının savaş konumunu değiştirmenin 2 farklı yöntemi vardır:

  • 1. "Manüel" değişiklik. Bu, her turun ana aşamasında bir canavarın savaş konumunu bir kere değiştirme hakkınızı kullanarak onu saldırıdan savunmaya veya savunmadan saldırıya geçirdiğinizde gerçekleşir. Çevirerek çağırma buna dahildir. Bunu ne zaman yapabileceğinize dair birtakım sınırlamalar bulunur.

Bir "manüel" değişiklik yalnızca ana aşama 1 veya ana aşama 2'de gerçekleştirilebilir. Bir canavarın savaş konumunu değiştirmenizi engelleyecek 3 istisna bulunur:

  • İstisna 1: Bir canavarın savaş konumunu o canavarın saldırıda bulunduğu tur "manüel" değiştiremezsiniz (saldırı engellense veya tekrar gerçekleşse bile).
  • İstisna 2: Bir canavarın savaş konumunu o canavarın tur oyuncusu tarafından çağrıldığı veya kapalı konulduğu tur değiştiremezsiniz.
  • İstisna 3: Bir canavarın savaş konumu o tur zaten "manüel" olarak değiştirildiyse tekrar "manüel" olarak değiştiremezsiniz (çevirerek çağırma buna dahildir).

Ayrıca aşağıdakilere dikkat edin:

  • Bir canavarın savaş konumunu her zaman kart efektiyle değiştirebilirsiniz, yukarıdakı istisnalardan herhangi biri onun konumunu "manüel" olarak değiştirmenizi engellese bile.
  • Bir canavarın savaş konumu o tur daha önce kart efektiyle değiştirildiyse "manüel" olarak tekrar değiştirilebilir (bu 3 istisnadan hiçbiri bulunmadığı sürece).
Örnek: "Book of Moon" kullanarak bir canavarı savunma konumuna geçirdiniz. Ardından 3 istisnadan herhangi biri bulunmuyorsa onu çevirerek çağırabilirsiniz.
  • Bir canavar tur oyuncusu tarafından çağrılmadıysa veya kapalı konulmadıysa o canavarın savaş konumunu "manüel" olarak değiştirebilirsiniz.
Örnek: "Cyber Jar" rakibin sahasına kapalı canavar çağırır, sonra tur oyuncusu "Change of Heart" ile onun kontrolünü ele geçirir ve ardından onu aynı tur çevirerek çağırır. Bu, hatalı bir hamle değildir (3 istisnadan hiçbiri bulunmadığı sürece).
  • Bir canavar sahaya "Dimensionhole" ile döndüğü zaman onun konumunu "manüel" olarak değiştirebilirsiniz (3 istisnadan hiçbiri bulunmadığı sürece) çünkü o canavar çağrmaz.

Zamanlamayı kaçırma - Seçmeli tetikleme efektleri

Bazen tetiklemeli bir canavar efektine göre, bir durum gerçekleş"tiğinde" onun efektini açıltır"abil"irsiniz. Bu durumda o efekti yalnızca o durum oyunda son gerçekleşen şey ise çalıştırabilirsiniz (kartları çalıştırma ve uygulanmayan efektler sayılmaz).

Tetikleme durumu seçmeli bir tetikleme efekti için gerçekleşirse ama ondan sonra başka bir şey olursa "zamanlamayı kaçırırsınız" ve efekti çalıştıramazsınız. Örneğin, seçmeli tetikleme efektli canavar, feda çağrısı için feda edildiğinde veya kart efekti çalıştığında veya tetikleme durumu 1. zincir halkası değilken veya ondan sonra bir kart veya oyun efekti gerçekleştiğinde bu durum gerçekleşebilir. "-tiğinde... -ebilirsiniz" tetikleme efektinin çalışması için tetikleme durumunun gerçekleşen son şey olması gerekir.

Unutmayın ki tetikleme efektleri canavar kartlarının yanı sıra büyü ve tuzak kartlarında da bulunabilir.

"Zamanlamayı kaçırma" ile ilgili örnekleri okumak için "Pinch Hopper", "Archfiend of Gilfer", "Butterfly Dagger - Elma", "Heart of the Underdog", "Peten the Dark Clown" ve "Dark Magician of Chaos" kartlarıyla ilgili kurallara bakınız.

Unaffected by Spell Cards

Some monsters are "unaffected by Spell Cards". The more complete meaning of this is: "unaffected by the effects of Spell Cards while this monster is face-up on the field".

These monsters can still be used to pay costs for Spell Cards (like "Level Up!" or "Mystik Wok"). They can be revived with "Monster Reborn" or "Premature Burial".

If a monster is unaffected by Spell Cards, that only applies to the monster. It does not apply to a player. For example, if "Snatch Steal" is equipped to a monster that is unaffected by Spell Cards, control of the monster will not switch but the opponent will still gain 1000 Life Points during each of their Standby Phases. Nor does it apply to something like "Metallizing Parasite - Lunatite", which would still be destroyed instead of the equipped monster, even if the monster itself was unaffected by Spell Cards.

If a monster is unaffected by Spell Cards, that extends to any attacks the monster makes. A monster unaffected by Spell Cards can attack while "Swords of Revealing Light" is active, and its controller will not have to pay for "Toll" or "Gravekeeper's Servant" in order to attack with it. It can also ignore the effects of "The Dark Door" or "Vengeful Bog Spirit".

Spell Card effects can still be applied to monsters that are unaffected by Spell Cards, but their effects will simply disappear. It’s like there’s a force field surrounding the monster, protecting it from the Spell Card’s effect. However, the Spell Card still "sees" the monster and may attempt to apply its effect on the monster.

Returning Activated Cards

When cards are activated, and a chain is formed, the cards activated in the chain are not sent to the Graveyard until the chain is completely resolved OR they are destroyed by a card effect in the middle of the chain (see "Chains, Activation, and Resolution").

However, once a Normal Spell Card, Quick-Play Spell Card, Normal Trap Card, or Counter-Trap Card has been activated (even though it has not resolved yet), the fact that the card will be destroyed and sent to the Graveyard after the chain resolves has already been decided.

Because it has already been decided that the card will be destroyed, the card cannot be returned to the hand or Deck. This is similar to how Monster Cards that have been destroyed by Damage Calculation cannot be returned to the hand, even though they are not actually sent to the Graveyard until after effects are resolved.

Exception: Because "Swords of Revealing Light" is destroyed by its effect, rather than by the game mechanics, it can be returned to the hand or Deck before it is destroyed by its effect.

Equip Cards

An "Equip Card" is any card that is equipped to a face-up monster on the field. Spell Cards with the Equip Icon are the most common type of Equip Card, and are officially called Equip Spell Cards. They are treated as both Spell Cards (They would be destroyed by the effect of "Heavy Storm") and Equip Cards (for purposes such as "Gearfried the Swordmaster".) Other cards may become Equip Cards though card effects, like with "Sword Hunter" or Union Monsters. Whenever a Monster Card becomes an Equip Card, it is treated as an Equip Spell Card, and is no longer considered a Monster Card. So a "Dark Magician" equipped to your "Sword Hunter" as an Equip Card could be destroyed by "Heavy Storm" but not by "Tribute to the Doomed". However, monsters equipped as Equip Cards still count as "on the field", so effects or conditions that rely on a card "being sent from the field to the Graveyard", such as "Felgrand Dragon", would still apply even for monsters treated as Equip Cards.

Some Trap Cards, like "Blast with Chain", can also become Equip Cards. These cards are considered Equip Cards but are NOT Equip Spell Cards. This means that it is a Trap Card (and could be destroyed by "Remove Trap") and an Equip Card (for purposes such as "Gearfried the Swordmaster"). It is not a Spell Card, and cannot be destroyed by "De-Spell".

Simultaneous Effects

Sometimes, you will have simultaneous effects attempting to activate at the same time, such as when Mystic Tomato attacks another Mystic Tomato, or 2 Sangans are sent to the Graveyard at the same time, because of the effect of Dark Hole.

Whenever you have simultaneous effects, you always resolve them in a Chain, even if they are Spell Speed 1 effects. This is a special case when Spell Speed 1 effects can be chained to each other, because they are all trying to activate at the same time, and the players are not choosing to activate them.

If only one player has simultaneous effects being activated, then that player can choose the order in which they resolve.

Example #1: Player A activates Swords of Revealing Light. Player B controls a face-down Cyber Jar and a face-down Morphing Jar #2. Both effects activate simultaneously, and Player B chooses the order in which they go on a chain. Player B can choose to have Cyber Jar be Step 1 (and resolve last) and Morphing Jar #2 to be Step 2 (and resolve first), or vice versa.

If both players have simultaneous effects being activated, then the "turn player" (the player taking his/her turn) automatically has his/her effect become Step 1 of the chain. The turn player has no choice but to be Step 1 of the chain, although if he/she has multiple effects being activated, he/she does choose which of those effects is Step 1.

Example #1: Mystic Tomato vs. Mystic Tomato Player A, the turn player, attacks Player B's Mystic Tomato with his own Mystic Tomato. Both monsters are destroyed and then sent to the Graveyard. Their simultaneous effects form a chain. Step 1: Player A's Mystic Tomato effect, because he is the turn player. Step 2: Player B's Mystic Tomato effect. (resolve in reverse order) Step 2 resolves first, and Player B Special Summons an appropriate monster. Step 1 resolves second, and Player A Special Summons an appropriate monster.

Example #2: Mystic Tomato vs. Shining Angel & Jowgen the Spiritualist Player A, the turn player, attacks Player B's Shining Angel with his Mystic Tomato. Both monsters are destroyed and then sent to the Graveyard. Their simultaneous effects form a chain. Step 1: Player A's Mystic Tomato effect, because he is the turn player. Step 2: Player B's Shining Angel effect. (resolve in reverse order) Step 2 resolves first, and Player B Special Summons Jowgen the Spiritualist from his Deck. Jowgen the Spiritualist's effect prevents any more Special Summons from occurring as long as he remains face-up on the field. Step 1 would resolve next, but because of Jowgen the Spiritualist, the effect disappears and Player A does not Special Summon a monster.

Example #3: Witch of the Black Forest vs. Witch of the Black Forest Player A, the turn player, attacks Player B's Witch of the Black Forest (in Attack Position) with his own Witch of the Black Forest. Both players have 4 pieces of Exodia in their hand and the 5th piece in their Deck. Both Witches are sent to the Graveyard. Their simultaneous effects form a chain. Step 1: Player A's Witch of the Black Forest effect, because he is the turn player. Step 2: Player B's Witch of the Black Forest effect. (resolve in reverse order) Step 2 resolves first, and Player B retrieves the 5th piece of Exodia from his Deck. The Duel ends. Player B is the winner. Player A, the turn player, never gets to retrieve his 5th Exodia piece.

Example #4: Black Pendant vs. Sangan/Exodia Player A, the turn player, has Sangan on the field and 4 Exodia pieces in his hand, but only has 400 Life Points. Player B has a monster equipped with Black Pendant. Player A activates Dark Hole. All monsters are sent to the Graveyard. There are two simultaneous effects: Sangan's effect and Black Pendant's effect. They form a chain. Step 1: Player A's Sangan effect, because he is the turn player. Step 2: Player B's Black Pendant effect. (resolve in reverse order) Step 2 resolves first and does 500 damage to Player A. Player A has no Life Points remaining. The Duel ends and Player B is the winner. (Had Player B activated Dark Hole during his turn, then the chain would have been reversed, Black Pendant's effect would be Step 1, and Player A would win with Exodia.)

Negating Continuous Card Costs

Costs for cards come in three varieties.

The first kind is "Activation Costs". These are paid when you activate ("play") a card. Activation costs cannot be negated by cards that negate the effect of a card.

The second kind is "Maintenance Costs". "Maintenance Costs" are costs that are paid in order to keep a card on the field. Examples of cards with "Maintenance Costs" costs include most of the Archfiend monsters from the Dark Crisis expansion, "Imperial Order", "Messenger of Peace", "Mirror Wall", "The Regulation of Tribe", "Armor Exe", and more.

"Maintenance Costs" costs cannot be negated by card effects that negate the effects of another card. They can only be negated by a card that specifically does so (such as "Pandemonium").

The third kind of cost is non-"maintenance" costs for cards that remain on the field. Examples include paying Life Points to attack with "Dark Elf", "Jirai Gumo", or Toon Monsters. These are not "maintenance" costs because they are not costs that are paid to keep the card on the field. These costs are negated when the card's effect is negated. So if "Skill Drain" is active, for example, don't pay to attack with "Dark Elf", "Jirai Gumo", or a Toon Monster.

Activation & Targeting Eligibility

Many cards and effects can only be activated under certain conditions, or can only be used against certain targets. But because other cards and effects can be chained to them, and resolve before the original card resolves, those conditions aren't always still correct at the end of the chain.

In general, if a card has specific conditions in order to be activated, those conditions only have to be correct at the time the card is activated. If they are no longer correct when the card resolves, the card's effect still resolves.

However, if a card has specific conditions regarding its target, and those conditions are no longer correct at the time the card is activated and when the card resolves, then the card's effect disappears.


Examples of cards with specific conditions for activation, and how those conditions no longer have to be correct at resolution:


Examples of cards with specific conditions for selection of targets, and how those conditions must still be correct at resolution:

Chains, Activation, and Resolution

A chain is what happens when several card effects are trying to happen at the same time. By building a chain, you can more easily determine how the effects resolve.

"Activation" is when you declare an intent to use a card: flipping a Trap Card face-up, announcing that you are using a monster's effect, flipping a face-down Spell Card, and playing a Spell Card from your hand are all examples of activation.

"Resolution" is when you carry out the effects of a card.

When you chain multiple Spell/Trap Cards together, their activation (intent to use the card) is declared, one after the other. But no cards have resolution until nobody wishes to chain (activate) more Spell/Trap Cards.

A simple 2-card chain works like this:

(neither player wishes to chain additional cards) (resolve in reverse order)

  • Step 2 Resolves.
  • Step 1 Resolves.

In a 3-card chain:

  • Step 1 is activated.
  • Step 2 is activated.
  • Step 3 is activated.

(neither player wishes to chain additional cards) (resolve in reverse order)

  • Step 3 resolves.
  • Step 2 resolves.
  • Step 1 resolves.

Note on terminology: Some Continuous Trap Cards have effects that can be re-used, such as "Ultimate Offering", "Skull Lair", etc. To "activate" these Trap Cards is to flip the Trap Card from face-down to face-up, just like with any other Trap Card. Once the card is activated, you may "use" the card, or "use its effect", or "activate the effect." These are all synonymous terms but are different from activation of the card (which still means flipping the Trap Card face-up). The "use" of a Continuous Trap Card's effect (which has a Spell Speed of 2) can be chained and can be chained to. You CANNOT activate (flip face-up) a Continuous Trap Card and also use its effect in the same chain. In order to use the effect of a Continuous Trap Card, it must have been activated (flipped face-up) before the current chain was initiated.

IMPORTANT: When resolving a chain, as the cards resolve they are NOT sent to the Graveyard until the entire chain has resolved, or a card specifically destroys them. This is important for cards such as "Princess of Tsurugi" and "Secret Barrel" where the effect depends on the number of Spell & Trap Cards on the field.

Because "Barrel Behind the Door" remains on the field until the chain resolves, Player A takes 500 points of damage (1 Trap Card on the opponent's side of the field) from "Princess of Tsurugi's" Flip Effect.

"Seven Tools of the Bandit" resolves first, and destroys "Barrel Behind the Door", which is sent to the Graveyard immediately. "Princess of Tsurugi" does zero damage to Player B because Player B has no Spell or Trap Cards remaining on the field since "Barrel Behind the Door" was destroyed and sent to the Graveyard.

Even though "Ring of Destruction" resolves first, "Secret Barrel" still does 200 damage to Player B because "Ring of Destruction" is on the field when "Secret Barrel" resolves.

Counter Traps and Chains

The basic rule is that Counter Traps can only be used against the card they are immediately following in a chain.

So for Counter Traps:

So:

This also prevents "loading on" of "Magic Drains". So you cannot chain 2 "Magic Drains" to the same Spell Card, hoping your opponent won't be able to discard 2 Spell Cards to save his original Spell Card.

Summons & Chains

You cannot chain to a Summon, because a Summon does not have a Spell Speed (it is not listed on the Spell Speed chart). When you use cards like "Horn of Heaven", "Trap Hole", "Torrential Tribute", you are not chaining to the Summon. If you are starting a chain (because your opponent responds to your Trap Card), the Trap Card you are using is Step 1 of the chain; the Summon is not a step in the chain.

You can chain to a Flip Effect, Trigger Effect, or Ignition Effect. So you can chain to the Flip Effect of "Man-Eater Bug" (with "Royal Command", "Two-Pronged Attack", etc.) when "Man-Eater Bug" is Flip Summoned. You cannot chain to the Flip Summon itself, but you can chain to the Flip Effect. Likewise you can chain to effects like "Cannon Soldier", "Sanga of the Thunder", etc. (Also note that if "Man-Eater Bug" is flipped by an attack, you cannot chain "Royal Command", etc. to it because you're in the Damage Step).

You cannot chain to a Continuous Effect Monster's effect when it is Summoned.

Which means that...

You cannot chain a Trap Card to the Summon, nor to the effect, of "Jinzo". So you cannot chain "Waboku", "Call of the Haunted", etc. to the Summoning (or effect) of "Jinzo." You can, however, use "Solemn Judgment", or "Horn of Heaven" to negate the Summon of "Jinzo" from happening in the first place. But that's it.

Chaining to Your Own Cards

You can chain to your own cards (example: chain "Backup Soldier" to "Backup Soldier") even if your opponent doesn't have any "intermediate" steps.

Example #1:

Example #2:

Example #3:

Example #4:

Example #5:

These are all legal moves.

Remember that a Counter Trap can only be chained to negate the step immediately preceding its activation.

Example #6:

Winning in a Chain

You can win a Duel between steps of a chain, ending the Duel and preventing the complete chain from resolving.

For example, if both players have less than 1000 Life Points, and both players chain "Ceasefire" with 2 Effect Monsters on the field, the player whose "Ceasefire" resolves first (the one that was activated second) wins the Duel, and the other "Ceasefire" never resolves.

Likewise, if your opponent activates "Ookazi" and you have less than 800 Life Points, and you chain "Backup Soldier" to retrieve enough Exodia pieces so you have all 5 in your hand, you win before "Ookazi" resolves.

You cannot win the Duel during resolution of a step. For example, if you activate "Graceful Charity", and have all 5 pieces of Exodia in your hand after drawing the three card's from "Graceful Charity", you cannot win until the current step is resolved by discarding 2 cards from your hand.

"Negate" vs. "Destroy" and Continuous Cards

Chaining "Mystical Space Typhoon" (or "Dust Tornado") to a card like "Raigeki" (or another Normal Spell or Normal Trap Card, a Quick-Play Spell Card, or a Ritual Spell Card) has no effect, as it does not negate the card's effect. So if "Raigeki" is activated, and the opponent chains "Mystical Space Typhoon" to destroy "Raigeki", "Raigeki's" effect still resolves as normal.

But, if you chain against a Continuous or Equip Spell Card, or a Continuous Trap Card, with "Mystical Space Typhoon" (or "Dust Tornado"), the Continuous/Equip Card is no longer active because it is destroyed, and the effect does not resolve and disappears.

Example:

(resolve in reverse order)

For the exact same reason, if you chain "Mystical Space Typhoon" to "The Eye of Truth", or "Premature Burial", or "Call of the Haunted", the effects from those cards never happen.

Rules for Quick-Play Spell Cards

You can chain Quick-Play Spell Cards from your hand as long as it is during your turn.

Example #1:

Also, you can chain or play a Quick-Play Spell Card from your hand during any Phase of your turn, even during your Battle Phase. Activating/chaining/playing Quick-Play Spell Cards from your hand, during your turn, is not limited to Main Phase 1 or 2 and can occur in the Draw, Standby, Battle, and End Phases. You cannot activate a Quick-Play Spell Card from your hand during your opponent's turn.

You can also Set a Quick-Play Spell Card during your Main Phase 1 or 2. Once you Set a Quick-Play Spell Card, you cannot activate it that turn (similar to a Trap Card) but can activate it on any subsequent turn. (This rule does not apply to Normal Spell Cards; you may Set "Raigeki" during your turn and still activate it that same turn).

Costs

There are two key concepts in the Yu-Gi-Oh! TCG concerning "Costs":

1. Costs are paid before the activation of a card, not after.

2. You never get a "refund" on a cost.

Costs are paid before activation. So to activate "Seven Tools of the Bandit", or the effect of "Cannon Soldier", or play "Premature Burial", you pay the Life Points or Tribute the monster before you activate the card or use the effect. (In other words, you pay the cost then announce your intention to use the card.) This includes flipping the card, for a Trap, or playing it from your hand, for a Spell Card.

If a card is negated (or, for a Continuous card, if it is destroyed in a chain), it makes no difference regarding the cost, because the cost has been paid. You do not receive a "refund" simply because your card was negated, or its effect was negated, or it was destroyed (in the case of a Continuous card).

Here are some specific examples:

Example #1: Negation of "Seven Tools of the Bandit"

Example #2: Negation in a Chain of "Premature Burial"

Example #3: Destruction in a Chain of "Premature Burial"

Example #4: Chaining of "Mask of Restrict" to "Cannon Soldier's" effect

Costs: Fusion Material & Ritual Spell Tributes

Fusion Material Monsters used in a Fusion Summon are NOT a cost.

Monsters Tributed with a Ritual Spell Card for a Ritual Summon are NOT a cost.

Both of these are considered to be cards sent to the Graveyard by the resolution of the Spell Card's effect. So the sending/Tribute is carried out at resolution, not at activation.

This means that if the Ritual Spell Card, or "Polymerization", are negated, or have their effects negated, you do NOT send the Fusion Material/Tributes to the Graveyard.

This is also why you can chain "Mask of Restrict" to the activation of a Ritual Spell Card, and prevent the Tribute/Ritual Summon from taking place, because "Mask of Restrict" resolves first, and then prevents the Tribute at resolution of the Ritual Spell Card.

Toon Monsters

The following applies to "Blue-Eyes Toon Dragon", "Toon Summoned Skull", "Toon Mermaid", "Manga Ryu-Ran", and "Toon Dark Magician Girl".

Playing these Toon Monster is a Special Summon. These Toon Monsters cannot be Normal Summoned or Set. To Special Summon one of these Toon Monsters, you need your own Toon World on your side of the field. You still have to Tribute for high-level Toon Monsters (1 Tribute for "Toon Summoned Skull", 2 Tributes for "Blue-Eyes Toon Dragon", etc.). Because this is a Special Summon, you can Summon multiple Toon Monsters on the same turn.

If "Toon World", on either player's side of the field, is destroyed, all face-up Toon Monsters on the field are destroyed. If "Toon World" is returned to the hand, or sent to the Graveyard (but not "destroyed"), then Toon Monsters on the field are not destroyed.

If a Toon Monster is flipped face-down, and then "Toon World" is destroyed, the Toon Monster is not destroyed but cannot be Flip Summoned until a new "Toon World" is played. The Toon Monster can be flipped face-up with "Book of Taiyou", an attack, or "Swords of Revealing Light" even if "Toon World" is not on the field.

Union Monsters

Union Monsters are a special type of monster that have the ability to attach themselves to specific other monsters and become Equip Spell Cards, granting the effects printed on the Union Monster card.

  • In order to attach a Union Monster to another monster, you must first have the Union Monster as a monster on the field. So you must play the monster normally, then you can attach it. You cannot play a Union Monster as an Equip Spell Card directly from your hand.
  • You can Summon a Union Monster and attach it to another monster right away. You cannot attach a Union Monster and detach the same Union Monster during the same turn, unless a card effect specifically allows it (such as "Combination Attack").
  • Union Monsters only grant their special effects to a monster when equipped to that monster using the Union Monster's effect. So if "Relinquished" equips itself with a Union Monster, it gains none of the Union Monster's bonuses. Also, if "Union Rider" equips itself with a Union Monster, "Union Rider" gains none of the bonuses. "Formation Union" is considered to equip the Union Monster 'by its own effect' so the bonuses do activate.
  • A Union Monster that is attached to a monster is treated as an Equip Spell Card and can be destroyed with "Heavy Storm", etc. You can use "Magic Reflector" to place a counter on an equipped Union Monster and, if the equipped monster would be destroyed in battle, you can remove the counter instead so neither the equipped monster nor the Union Monster are destroyed.


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Unaffected by Trap Cards

When a monster is unaffected by Trap Cards, it is said that the monster is unaffected by the effects of Trap Cards.

One such card is Elemental Hero Wildheart. So, Sakuretsu Armor, Magic Cylinder, Torrential Tribute, Mirror Force, Karma Cut, and other such cards, will not affect him.

Ignoring the Summoning Conditions

'Ignoring the Summoning Conditions' was a Phrase coined by Kevin Tewart at Upper Deck Entertainment, to allow for flexibility when summoning LV Monsters, with either Level up! or Level Modulation, though this term has been used more recently for other cards. Cards that ignore the summoning conditions essentially bypass the summoning requirements written on the Monster card being summoned, and allows it to be summoned regardless. However, although a very handy way of summoning hard to get out Monsters, such summons are counted to be 'Summoned by the required card effect' by the card that usually precedes it i.e. Horus the Black Flame Dragon LV6 is on the field, and Level up! is used. Horus the Black Flame Dragon LV8 will be summoned, since the effect mimics that of the effect of Horus the Black Flame Dragon LV8 that would normally by required to summon it.

Most monsters this is used on, would be "Nomi", and thus ineligible for Special Summoning via routes such as Monster Reborn.

Gemini Canavarlar

Tactical Evolution introduces the new Gemini monsters, identified by [/ Gemini] next to a monster’s Type. Like Spirit or Toon monsters, Gemini monsters are orange, and are Effect Monster cards.

Gemini monsters all share the following text “This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:” This means that while face-up on the field or in the Graveyard, they are considered to be Normal Monsters for any card’s effect that references Normal Monsters or Effect Monsters.

When you have a Gemini monster already face-up on the field, you may use your Normal Summon to turn on the effect of the Gemini monster, making it an Effect Monster on the field. This is treated the same as any other Normal Summon, so cards that may be activated in response to a Normal Summon may be activated now, such as “Torrential Tribute” or the effect of “Mysterious Puppeteer”.

If the Gemini monster you have on the field is Level 5 or higher, you do NOT need to Tribute monsters again for this Normal Summon.

You can use your standard, once-per-turn, Normal Summon or a Normal Summon granted by a card’s effect, such as “Ultimate Offering”. When you Normal Summon a Gemini monster that you already have on the field, if it now has an Ignition Effect you can activate it at that time, just like other monsters that have Ignition Effects (“Exiled Force”, etc.) Also note that when a card’s effect refers to Gemini monsters (without quotes), it does NOT mean cards with “Gemini” in the card name, such as “Gemini Elf” or “Gemini Summoner”.