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Introduction

Welcome

I have made this page mainly cause i stop playing Yu-Gi-Oh! for quite some time like 3-4 years :O long time i know, also cause i was bored Lol, & also cause just incase i forgot how to play, forget rulings, or anything but after the 3-4 years it feels like riding a bike again it was easy remembering but just in case i forget lol.
:D

but anyways when i came back there was so many (I mean many!) new cards like Synchro's for example i was just like dumbfounded that they had all these new cards and so i had to brush up on the Yu-Gi-Oh! rules and everything!

This site is tended to break down everything real simple and to be understood easily, if they are things that you do not understand, things that could be written better, or just things missing, or anything feel free to contact me on Dueling Network my name is BlueNinja712.

This site is also be used for references for other people who don't know stuff send this site and if they still don't believe you let them Google see if I care just makes it so much better when they say your right lmao.

But regarding new rulings or anything if I am wrong I apologize and if any thing needs to be change please contact me with solid proof thanks!
:)

Contacting Me

On Dueling Network to message somebody

Log on, from the Main Menu, click Profile Viewer, and then in the white box next to User Name type the name of a user then click enter, and then if they are online 3 images would show up and you click "Send Private Message"

Also from there you can add a person as your friend by clicking "Add Friend" this makes it where the people you added shows up in the Online Users list at the very top so you can easily message them by double clicking their name.

Contributing

Okay so obviously being gone so long i am not up on rulings and all the new cards out so if you want to help and maybe have your name under Contributors, well then contribute something either send me write-ups on rulings you think i should put here or anything to the site.

Like what needs to be written better or anything but please don't contact me and say oh you spelled a couple of words wrong and that's it and expect to be noticed as a contributor please make it more then that thanks.
:)

New Pages!

Dueling Network Tour

Note(s)

Google Chrome issued fixed! Thanks to Code Oak at Blazebyte.org.

I coded this site to look good in Firefox & Google Chrome so i don't care how it looks in IE! lmao.

Also the site looks horrible in a mobile browser and not really pratical -__- so i will try and make a mobile version.


The site is not quite ready the basics and everything you need to know are there but their is still stuff to do.

Also yes most of this information is from the Yu-Gi-Oh! Wikia sorry i suck at Grammar/English and most of the time i have no clue how to word things and plus its easier just to copy & paste and plus plus i give them credit lmao so
:P

To-Do

  1. Make sure everything is grammatically correct!!!! periods, commas, etc.
  2. Edit Tips Section
  3. Write Deck Building Section Better
  4. Write Introduction Section Better
  5. Clean Up HTML & CSS Coding
  6. Make Another Pyro Icon/Like Fire
  7. Make a Second Page Edit DN Tour PAGE!
  8. Thinking if i should put S's on the Type names
  9. Different color scheme for Game play Phases?
  10. Put Smiley Icons
  11. Card/Game Terms/Names DMoC, Brio,



Yu-Gi-Oh! Cards

They are 3 different kind of cards Monsters, Spells, & Traps. Each of those kind of cards has they own sub-type.

As kid i remember when first seeing and playing Yu-Gi-Oh! it was so cool and was so much fun as always i get stuck in fantasy worlds and so just like Pokemon i always treated my cards well and thought about them and imagine myself when i play going to a new place when i start dueling.

Just like if you ever seen that new anime show Cardfight!! Vanguard how they image themselves in a new place and i was always if my monster got destroyed i would be like no! and stuff lol i know i am weird sorry...
:'( /:

Monsters

Are are what they sound like monsters/creatures that you can summon/to be sent out to basically battle each other, each monster is different.

Now down below i layed out the basics of the monsters stats from different kind of monsters and the different Types, their Attributes and how to read the card and find out their information.

I also down below i classied the monsters in Basic and Advanced types cause i think its so you can understand it a little bit better (well at least to me lol)

So you have a wide range to choose from so you can make decks based on your favorite Type and/or Attribute or just all around decks.

Spells

Spells (Magics back then) to me are either a monsters/user magical powers and their casting spells...

Traps

Traps, are what they sound like... traps you lay for your opponent... yeah i really am freaking bad at this writing thing! sorry





Monsters

Monster cards are differentiated by their Names, Type, Attribute, ATK, DEF, Level and different kind of monster cards.

Different Kind Of Monsters
Normal, Effect, Fusion, Ritual, Synchro, Exceeds(Xyz)

Attributes
Earth Fire Dark Divine Light Water Wind

Types
Aqua Beast Beast-Warrior Dinosaur Divine-Beast Dragon Fairy Fiend Fish Insect Machine
Aqua Beast Beast-Warrior Dinosaur Divine-Beast Dragon Fairy Fiend Fish Insect Machine
Plant Psychic Pyro Reptile Rock Sea Serpent Spellcaster Thunder Warrior Winged Beast Zombie
Plant Psychic Pyro Reptile Rock Sea Serpent Spellcaster Thunder Warrior Winged Beast Zombie


Monster Card Description





Basic Kinds Of Monsters

Normal & Effect

Normal

Summoned Skull (Normal Monster)

Normal Monsters, colored yellow, are primarily used to protect your Life Points from Direct Damage. In exchange for having no effect, the area where the effect is placed is replaced with a description of the monster.

They usually possess basic stats; ATK, DEF, Level, Attribute, Type, and more often than not, one value is sacrificed to benefit another.

High ATK and low DEF Normal Monsters are often associated with Beatdown Decks, while low ATK and high DEF Normal Monsters are frequently associated with Stall Decks.

Normal Monsters are often called Vanilla Monsters, both as a reference to how they are "plain" with no effects, as well as to the creamy yellow color of their cards.

Effect

Cyber Dragon (Effect Monster)

Effect Monsters are Monster Cards with an orange/brown color border. Unlike Normal Monsters, these monsters have an effect (Special Ability in the anime), which is demonstrated clearly by the fact that they have the Type 'Effect' beside their regular sub-type (Dragon, Fiend, Spellcaster, etc.). Effects vary greatly, and are classed in five different types:

There is also a sub-effect Type, Pseudo-Flip Effects, which is essentially a Flip, without the printed word "FLIP:"
(i.e. Nightmare Penguin), and with the effect treated as a Trigger Monster Effect.

 





Advanced Kind Of Monsters

Fusion & Ritual

Fusion

Cyber End Dragon (Fusion Monster)

Fusion Monsters, colored purple, are cards representing a combination of two or more monsters.

Fusion Monsters may only be included in the Extra Deck, and cannot exist in the hand or Main Deck. If a Fusion Monster is returned to its owner's hand or Deck, it is instead sent back to the Extra Deck. However, they may be sent to the Graveyard when destroyed, as well as removed from play.

In Duels, Fusion Monsters require more specific cards than Synchro Monsters, and aren't as flexible in their strategies, however, Fusion Monsters have the benefit of being able to be summoned without requiring the cards on the field and fitting in better with some of the older archetypes in the game, like "Elemental HEROes" and "Cyber Dragons".

How To Fusion Summon

Originally back in the day, the only way to properly summon a Fusion Monster was through a Fusion Summon involving the required cards as well as the spell card Polymerization.

When you use Polymerization you must have the Fusion Material Monsters listed on the Fusion Monster in your hand or on your side of the field, or a combination of both.

You must then activate Polymerization, select the Fusion Monster from your Extra Deck, send the Fusion Materials to the Graveyard and Fusion Summon the monster to your side of the field.

Monsters fused with Polymerization are called Fusion Material Monsters.

But then later on, cards came out like Cyber-Stein, Fusion Gate, Metamorphosis, Summoner of Illusions. & Magical Scientist.

Where you don't need to use Polymerization to fusion summon a fusion monster.

Note If a monster is Special Summoned from your Extra Deck by a card effect it is not treated as a Fusion Summon, unless stated on the card.

So with Cyber-Stein, Metamorphosis, Summoner of Illusions. & Magical Scientist.

You can't special summon it from the graveyard cause it has not been properly fusion summoned.

Alternate Methods

Other then using Polymerization, these are cards that are treated as Fusion Summons but make sure to follow the instructions on the card to Fusion Summon the monster correctly.



Contact Fusion

Contact Fusion (A.K.A. "Fusion Tag") is a "special" type of Fusion used by Elemental Hero Neos, Cyber Dragon, or by Gladiator Beasts, where the Fusion Material Monsters are sent from the field to the Deck (and Polymerization is not used).

In the case of the "Neos" Fusion Monsters, monsters created as a result of this type of Fusion typically have an effect that returns them to the Extra Deck at the end of the turn they are Summoned.

Ritual

Demise King of Armageddon (Ritual Monster)

Ritual Monsters colored blue, are Monsters that can only be Special Summoned with their corresponding Ritual Spell Card.

Examples include "Black Luster Soldier", "Magician of Black Chaos", "Paladin of White Dragon", "Crab Turtle", "The Masked Beast" & the ever so popular and one of my favorites "Relinquished".

So far, the only archetype that uses Ritual Monsters is Gishki.

Unlike Fusions, Synchros, & Exceeds (Xyzs) Ritual Monsters stay in the main deck instead of being in the Extra Deck.

When a Ritual Monster Card is Special Summoned via its Ritual Spell Card, Tributes must be offered either from your side of the field or from your hand whose combined Level is equal to or greater than the Level of the Ritual Monster in question. The Special Summon is specifically treated as a Ritual Summon.

 



Synchro & Exceeds(Xyz)

Synchro

Red Dragon Archfiend (Synchro Monster)

Synchro Monsters, are a type of Monster Card, first released in Starter Deck 2008. The color of their card frame is white. These cards are placed in the Extra Deck.

Synchro Monsters require Tuner Monsters to be face-up on your Field.

When the total Level of the Tuner monster and any other face-up monsters on your Field exactly matches the Level of the Synchro Monster you wish to Summon (no more or less), by sending them to the Graveyard, you can "Synchro Summon" the Synchro monster.

Some Synchro Monsters require a specific "Tuner Monster" in order to be Synchro Summoned (such as "Junk Synchron" for "Junk Warrior") or monsters of a particular Type or Attribute as Material Monsters, but many do not, so they can be in just about any Extra Deck.

Because Synchro Monsters belong in the Extra Deck, they return there whenever they would be returned to the hand or Main Deck, like Fusion Monsters before.

Also, like Fusion Monsters, they cannot be Special Summoned from the Graveyard if they were not properly Synchro Summoned first.

Some players have begun to use the term 'Synchronize,' 'Sync,' or 'Tune/Tuning' to then list which Tuner Monster and non-Tuner monsters will be sent to the Graveyard when they perform a Synchro Summon and summoning a Synchro Monster.

Exceeds(Xyz)

Number 39 Utopia (Xyz Monster)

Xyz Monsters are a new type of Monster Cards that is colored black.

They are stored in the Extra Deck. The card frame is also stylized by having it appear as if one is flying through space with many stars in the frame giving the appearance of one streaking by them and other stars appearing stationary due to relative distance (giving a realistic depiction of moving through space).

According to Konami, Xyz Monsters are made of antimatter, and have traveled to our dimension from the other side of a black hole.

Instead of a Level, Xyz Monsters have a Rank.

This Rank determines the required Levels of the Xyz Materials needed in order to Xyz Summon your Xyz Monster.

An Xyz Monster's Rank is depicted by a row of yellow stars in black orbs(as opposed to the yellow stars in red orbs of a monster's Level) that extend outwards from the left-hand side of the card (opposite to where a monster's Level would be depicted), similar to Dark Synchro Monsters. However, unlike Synchro Monsters, a Xyz Monster's Rank is

not the total sum of the monsters' Levels used to Summon it; thus, if 2 Level 3 monsters are required, then the Xyz Monster`s Rank would be 3, not 6.

When you Xyz Summon you peform an "Overlay" its where you put the Xyz monster over the required monsters.

The required monsters are called Xyz Materials and when you Detach for the effect of an Xyz monster the materials go to the grave and they also do not count as being on the field.

So you can't use the monsters effects even if the monsters activate in the grave like the ever so popular Sangan.

But cards like Dandylion &Tour Bus From the Underworld.

The reason why Sangan doesn't get his effect and Dandylion & Tour Bus From the Underworld get theirs is the wording

Sangan
When this card is sent from the field to the Graveyard: Add 1 monster with 1500 or less ATK from your Deck to your hand.

The key words are from the field.

Like I stated Xyz materials don't count as being on the field the other cards just say When this card is sent to the Graveyard.

 



Spells & Traps

Spells

Monster Reborn (Normal Spell)

Spells (called Magic Cards in the TCG until the release of Magician's Force, and still called such in the OCG) are green-colored cards that have various effects to alter the play of the game. Often, a Spell Card has a single effect to provide a bonus to the user or a weakness to the opponent. All Spells are Spell Speed 1, with the exception of Quick-Play Spells, which are Spell Speed 2. You may play as many Spell Cards as you would like per turn.

Although Spell Cards are as powerful as Trap Cards, they have the advantage that they may be played the turn they are drawn without having to Set them first.

A Set Spell Card may be activated the turn it is Set as well (with the exception of Quick-Play Spells).

Some very powerful Spell Cards have been banned from tournament play, like "Raigeki".

Konami has released new, less-powerful replacements for some of these cards.

For instance, "Raigeki" has been replaced in Advanced Format by "Lightning Vortex", which requires a discard and only destroys face-up monsters, or "Flash of the Forbidden Spell" (whose card's title is indicative of a less-powerful replacement to "Raigeki"), which requires that all five of your opponent's monster card zones be filled with monsters in order to activate.



Types


A Spell Card's Type is designated by a symbol to the right of the words "Spell Card". The various Spell Card Types are:

Traps

Mirror Force (Normal Trap)

Traps are purple/pinkish-colored cards that have various effects to make things difficult for your opponent or easier for you in a Duel. A Trap Card must be Set and can only be activated after the current turn has finished. Trap Cards are Spell Speed 2, with the exception of Counter Trap Cards, which are Spell Speed 3.

Trap Cards may be activated during your opponent's turn.

Normal traps are Spell Speed 2. They can't be activated during either player's turn if it was set that turn.

Certain normal traps turn into equip cards but are still considered normal trap cards.

Continuous trap cards are also Spell Speed 2. Their effect stays in play until its destruction circumstances are fulfilled.

Counter trap cards have a Spell Speed 3.

No cards except other Counter traps can be played after a Counter trap has been activated.

Monster effects, spell cards and trap cards all have certain speeds. This determines when they can be played and which effect can be "chained" to another.

Trap Cards may be Chained to Spell Cards, other Trap Cards, or to the effects of Effect Monsters.

Types


A Trap Card's type is designated by a symbol to the right of the words "Trap Card". The Trap Card types are:

 





Gameplay

Basics

What You'll Need

I will explain the stuff you would need

1. A deck consisting of 40-60 cards (Note: You can only have up to 3 cards with the same name in your deck)

2. A Side Deck (optional).
A Side Deck is a collection of between 1 and 15 cards, separate from the Main Deck. The Side Deck is used in Matches between Duels, to alter the contents of the Main or Extra Deck.

3. A Extra Deck (optional) (previously referred to as Fusion Deck).
A Extra Deck is a Deck where Fusion Monsters, Synchro Monsters, and Xyz Monsters are stored during a Duel. They are separate from the Main Deck, and you can search through it to find a Fusion Monster, Synchro Monster, or Xyz Monster that you need. There is a 15-card limit to the Extra Deck, regardless of how many Fusion Monsters, Synchro Monsters, or Xyz Monsters you include.

4. Dice or a Coin (Depending if any of your cards need them or not and/or just to find out who goes first.)

5. An Oppenent to duel (You can set up and play by yourself but thats kind of boring and you probably won't learn all that well.)

How To Play

First i will explain the Playing Field


The Dueling Field
1. Field Zone 2. Monster Zone 3. Graveyard
The top left Zone is the Field Card Zone. Only 1 Field Spell Card may be active at any time, and any new card that is activated here destroys one on the other side of the field, if present. You may activate a Field Spell Card if there is one already present on your side of the field.

Your previous Field Spell Card would be destroyed and replaced with the new one. A Field Spell Card may be also be Set here, instead of Activated. If it is Set, and there is already a Field Spell Card on your opponent's side of the field, that Field Spell Card is not destroyed.
The 5 Zones in middle of the first row are the Monster Card Zones. Placing a Monster Card Horizontally represents Defense Position, and placing one vertically represents Attack Position.

Defense Position monsters can be either face-down, or face-up, but can only be Set to the field face-down, unlike in the anime, where you could summon in face-up Defense Position.

Attack Position cards can only be face-up, except by the effect of "Darkness Approaches". If all 5 Monster Card Zones are occupied, you cannot Summon another monster, unless you Tribute one or more first.
The top right Zone is your Graveyard Zone, where your Graveyard is kept, also known as the "Discard Pile". Cards destroyed on the field, or discarded from the hand are sent here, unless specified otherwise.
4. Extra Deck Zone 5. Spell & Trap Zone 6. Deck Zone
The bottom left Zone is your Extra Deck Zone where the Extra Deck is kept face-down at all times. Here is the only place you may keep Fusion Monsters and Synchro Monsters prior to them being Summoned to the field. Before the introduction of Synchro Monsters, this space was known as the Fusion Deck Zone. The 5 Zones in the middle of the second row are your Spell & Trap Card Zones, also abbreviated as S/T Zones. They were originally called Magic and Trap Card Zones, or M/T Zones, before Magic Cards were renamed Spell Cards in 2006. Here, Spell and/or Trap Cards may be Set, and additionally, Spell Cards may also be activated. You cannot place any additional Spell or Trap Cards—except Field Spells, see above—onto on your side of the field if all of these zones are occupied. The bottom right Zone is the Deck Zone is, where the Main Deck is placed. You may draw one card from it per turn during your Draw Phase, unless a card effect specifies you may not do so.
7. Banished Zone/Removed From Play
There is a 7th zone which technically doesn't exist but it is called the Banished Zone, its where cards are removed from play. Usually when cards get Banished people just set a side those cards by the Graveyard either up above it or right next to it and/or are placed them face-down.


Starting

Starting out

1. Decide how much Life Points you going to play with usually 8000

2. Shuffle your deck and then hand it to your opponent and they should do the same and so cut their deck (take half of the cards and place the other half on top of the other half.)

3. Determine who goes first through a coin-toss, dice roll, or rock-paper-scissors.

4. Place you deck in the deck zone and then draw 5 cards

Dueling

Alright here we go It's Time to Duel!

Gameplay is broken up into 6 different phases

1. Draw Phase

First is the Draw Phase

This is were you draw 1 card from you deck or unless stated otherwise by a card effect. Trap Cards and Quick-Play Spell Cards may be activated in this Phase, after the Turn Player has drawn a card.



2. Standby Phase

Second is the Standby Phase

This is just for the effects of cards that say, "During your Standby Phase, . . ." to me its like a pause. Trap Cards, Quick-Play Spell Cards and Monster Quick Effects may be activated in this Phase.





3. Main Phase 1

Third is the Main Phase 1

The duel really begins in the Main Phase 1.

In the Main Phase, you are able to Summon/Set monsters, and are also able to use any Spells/Traps and/or Set them (Maximum of 5).

There is different types of Summons Normal, Flip, Tribute, Special, Fusion, Ritual, Synchro, & Xyz.

Normal Summon - You are only allowed to Summon (Face-up Attack Position) or Set (Face-down Defense Position) a monster once per turn unless stated otherwise by card effects.

Normal Summoning a Monster is determined by its "Level" (The stars located near the right hand corner of the monster card). Some monsters may require a Tribute (A monster(s) from your side of the field is sent to the graveyard).

4 or below stars - Monster is allowed to be set or summoned with no Tributes
5 or 6 stars - Monster requires one Tribute
7 and up stars (some monsters have 12 stars!) - Monster requires two Tributes

Flip Summon - Is when you have a face-down monster and you flip it face-up when you do it is flipped face-up in Attack Mode (vertically). Flip Summoning does not take up your Normal Summon.

Tribute Summon - Is when you offer one or more of your monsters to in order to summon a monster and the tributed/offered monsters are sent to the graveyard and also note that tributing a monster uses up your Normal Summon for that turn. You can also set the monster.

Special Summon - You can special summon as many monsters you can in one turn. You can Special Summon by via Monster Card Effects, Spells or Traps. So you can Normal or Tribute for that turn and then Special Summon.

Fusion, Ritual, Synchro, & Xyz count as Speacial Summons

Notes:

1. Attack position is face-up vertically, up & down.

2. Set is face-down defense position (horizontal, left & right).

3. Face-up defense is horizontal, left & right.

4. Monsters only can be Summoned in face-up attack position (vertically, up & down) or Set in face-down defense position (horizontal, left & right) unless specified by an card effect. Also once you summon a monster you can't change its position the turn it has been summoned unless by a card effect.

5. There is no rule that allows players to flip face-up monsters face-down. This can only be done by the effects of certain cards. Like Book of Moon.

6. When you Special Summon a monster, you can Special Summon it in attack or defense unless stated otherwise on the card.

Like with Cyber Dragon's effect you can either Special Summon him in face-up attack or face-up defense but if you Speacial Summon him in defense mode your opponent can still activate trap cards like Bottomless Trap Hole.

7. Spells are the green colored cards and you can use as many spells as you can right away during your turn, during your battle phase you can use Quick-Plays from your hand, but once you set a Quick-Play spell it becomes like a trap you will have to wait a turn to use them.

8. Traps are the pinkish cards, you have to set these first and wait a turn to use them or specify otherwise from a card effect. It makes sense a trap you have to set up first before using it.

9. When you set Spells or Traps you put them face down vertically.

10. Each person turn counts as a turn passing so you can Set a Trap card and then on your opponents turn activate it same with Quick-Plays.

11. Tributing & Syncing does not count as being destroyed.

Monster Positions

4. Battle Phase

Fourth is the Battle Phase

This is when the player can attack with his/her monsters. The person who goes first can't attack.

If the Attack Points (Located in the bottom right corner of the Monster card) of the player's monster are greater than the Attack or Defense Points of the opponent's monster, the monster is destoyed and sent to the graveyard.

So say you have a monster with an attack power of 1900 and your opponent has an monster who's in attack position and has an attack power of 1800 and you attack your opponents monster then his/her monster gets destroyed and is sent to the Graveyard and they lose the difference so they would lose 100 Life Points in this case.

If your opponent's monster was in Attack mode, and your monster was less than the opponent's monster's attack points, the difference is deducted from your Life Points and your monster is destroyed.

When a monster gets summoned in the battle phase on your side of the field and it's your turn you can attack with that monster (unless an effect says otherwise).

Say you attack with Reborn Tengu and your opponent uses Mirror Force Reborn Tengu gets destroyed and then if you have any more in your deck you can then Special Summon another one to the field and then can attack with it.

I say this cause you can use this as strategy.

it is common in Zombie type decks with Pyramid Turtle (he has an effect that when he gets destroyed (by battle) you can Special Summon 1 Zombie type monster from your deck with DEF of 2000 or less).

You attack with Pyramid Turtle he gets destroyed and sent to the Graveyard so then you would usually get Ryu Kokki, Red-Eyes Zombie Dragon or my favorite IL Blud and since your already in the Battle Phase you can attack with them. ^_^

When two monsters with the same attack each other with the same attack power, both monsters get destroyed and sent to the Graveyard. This is usual called "Canceling" or the better yet the term i like better "Clash/Clashing".

If the monster was in Defense mode and you have the same ATK as the DEF mode monster then there are no reductions.

So you have an monster with the ATK power of 2000 and your opponent has an monster with a monster who's DEF power is the same 2000 and you attack it no reductions take place.

If your monster has a higher ATK then your opponents monsters DEF then their monster is destoyed and they is no reduction unless by a card effect or with monsters that have the "piercing" effect ("If a monster's attack is higher than the defense of the monster it is attacking, inflict the difference as battle damage to your opponents life points").

The Battle Phase is broken down in 4 main steps. 1. Start Step

In the Start Step, the Turn Player declares that he/she is entering the Battle Phase. Either player may activate Trap Cards and/or Quick-Play Spell Cards at this time.

2. Battle Step

In the Battle Step of the Battle Phase, the Turn Player selects, and declares 1 monster he/she wishes to attack with, and either targets 1 of the opponent's monsters he/she wishes to attack, or, if he/she is able to, announces that he/she wishes to attack the opponent's Life Points directly.

When an attack is declared, the Turn Player retains Priority to activate effects.

At this time he/she is free to activate cards that perform an action when a monster attacks or any other effect with timing he/she can meet.

If the Turn Player decides that he/she will pass, the opponent is given a chance to activate effects that respond to the attack ("Dimensional Prison", "Mirror Force", etc.) or any other effects with timing he/she can meet.

If the Turn Player passes, and the opponent passes as well, the chance to activate any more cards that activate in response to an attack is GONE.

3. Damage Step (includes Damage calculation)

During the Damage Step of the Battle Phase, the damage is calculated from the declared attack. If the defending monster is face-down, it is flipped face-up first during this Phase. If the defending monster has a Flip Effect, it is applied after Damage calculation, but still within the Damage Step.

The Flip Effect does not affect monsters that have already been destroyed as a result of Damage Calculation.

This includes the monster itself, so a flipped "Penguin Soldier" that was destroyed in battle cannot select itself as a target since it has already been destroyed. This is because, even though the monster has not left the field, it has already been decided that the "Penguin Soldier" in question will be sent to the graveyard.

They are monsters with effects that when they attack a face-down defense position monster the monster gets destroyed right away without it being flipped face-up or without damage calculation (i.e. Mystic Swordsman LV2).

Only certain cards can be activated in the Damage Step.

This includes Counter Trap Cards, Normal Trap Cards, Continuous Trap Cards, Quick-Play Spell Cards, and Quick Effect Monster Cards that alter the ATK and/or DEF of one or more monsters on the field.

4. End Step

Once all battles have been resolved by repeating the Battle Step and Damage Step Sub-Phases, the Turn Player may declare an end to the Battle Phase, resulting in the End Step.

Notes:

1. If a face-down monster is attacked, it is flipped face-up and maintains its battle position.

2. When you attack a face-down monster it is flipped face-up and its a monster with the effect saying "when this card is flipped face-up" the effect activates.

3. Battle Damage is the damage inflicted to a player's Life Points from battle. Monster cards can still be destroyed even if Battle Damage is not inflicted. Damage from direct attacks count as Battle Damage.

4. In the Damage Step, only certain cards and effects may be activated. Like Counter Trap Cards, cards that alter the ATK/DEF of monster(s) (i.e Shrink or Blast with Chain), and Quick Effects.

5. After battle a monster's position can not be changed if it was summoned that turn or if it had attacked during the Battle Phase unless with a card effect.

Battle Damage

Battle Damage is the damage inflicted to a player's Life Points from battle. Monster cards can still be destroyed even if Battle Damage is not inflicted. Damage from direct attacks count as Battle Damage.

0 battle damage, such as an attack from Mucus Yolk with 0 ATK does not cause damage, so no effect can activate in response, including those of Mucus Yolk itself and Gorz the Emissary of Darkness.



5. Main Phase 2

Fifth is the Main Phase 2

You can't go to Main Phase 2 without first entering the Battle Phase.

This is just like Main Phase 1 you can do what you could in Main Phase 1.

Even use cards that say "Activate during your Main Phase."

6. End Phase

Sixth is the End Phase

This is the ending of your turn & some card effects activate in this phase.

Notes:

There is a hand size limit you cannot have more then 6 cards at the end of your turn if you do you will have to discard how many ever you have over the limit to the Graveyard.

there is cards that can increase your hand limit or remove it like Infinite Cards.

Winning

How do you win

When your opponent Life Points (LP) are reduced to 0.

When your opponent can't draw cards from their deck (either by their normal draw or by a card effect).

There are other ways of winning, called Special Victory conditions.

These are on card effects that require something very specific to be done, like Exodia the Forbidden One or Destiny Board.

End

So those are the basics of Yu-Gi-Oh! At times it does get complicated of all the rulings like when card effects activate, when cards Miss Their Timing and you can't get their effect, and how Spell Speeds work etc... But over all this is a pretty fun & addicting game!





Deck Buliding

Beginners

Alright here i will go over the deck in more depth and deck building

Also i just want to say this i am not a pro or claim to be! I only for fun and i am old school for these tips not be for today's time but still these are just opinions and how i would do things.

Alright so for beginners i would suggest the K.I.S.S.(Keep It Simple Stupid) method make the deck as simple as possible and avoid cards with long complicated effects that you don't really understand at first. Cards with simple to you straight foward card effects like Book of Moon or Mirror Force.

Yes i know everybody is different, things that might be simple to somebody won't be for somebody else so build a deck that you fairly understand the card effects and you like those cards but like always if you have questions and don't know about something don't be afraid to ask it might be a N00b question but hey we all were N00bs one time or another :P but just make sure you read the cards thoroughly and you unstand how your cards work.

Deck Building Tips

Okay so for deck building i wouldn't put to much monsters that require tribute(s) (Monsters with 5 or more stars) i also woudn't put to much Spells & Traps.

To me a good deck ratio is a deck with 40-42 cards and 18-20 Monsters, 9-12 Spells, & 9-10 Traps i think monsters should kind of out weigh your Spells & Traps but like always it kind of depends of the type of deck you are making.

When making a deck i like to first think of the Theme of the deck, what i want to do with the deck, how it will work.

Theme/Type Of Deck

When i first make a deck i think of an idea/the theme/type of deck i want to build. So think of the type of deck you would like to make. Also try to think what you want to do with the deck like oh i want to be able to summon this card easily or i want to prevent my opponent from doing this etc.

Like this what i love about Yu-Gi-Oh! They have so many type of cards you can make so many decks! You can make a deck based entirely on type, attribute, animal or whatever your favorite Type, Attribute, are

Like on Dueling Network when i thought of the theme and everything i put the type of cards i want, like if i was looking for a Level 4 Tuner i will put the info in, look and read all the cards pick the ones i like the best

If you want to be taken as a serious duelist try not to main deck Burn and/or Mill decks those type of decks take little to no skill to win its basically a cheap win but anyways also note when building a deck remember there is a Maximum of 3 copies of one card of the same name in either your Main Deck, Side Deck, & Extra Deck rule.

Here is a list of "Staples" that most people would put into their decks.

If i had to guess what monsters are good to throw into mostly any deck they would be

Monsters:
Cyber Dragon
Level 5/Water/Machine

If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand).
ATK 2100/DEF 1600

Dandylion
Level 3/Earth/Plant

When this card is sent to the Graveyard: Special Summon 2 "Fluff Tokens" (Plant-Type/WIND/Level 1/ATK 0/DEF 0) in Defense Position. These Tokens cannot be Tributed for a Tribute Summon during the turn they are Special Summoned.
ATK 300/DEF 300

Gorz the Emissary of Darkness
Level 7/Dark/Fiend

When you take damage from a card your opponent controls while you control no cards, you can Special Summon this card from your hand. Then 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 damage you took.
ATK 2700/DEF 2500

Reborn Tengu
Level 4/Dark/Beast-Warrior

When this card leaves the field: Special Summon 1 "Reborn Tengu" from your Deck.
ATK 1700/DEF 600

Thunder King Rai-Oh
Level 4/Light/Thunder

Neither player can add cards from their Deck to their hand except by drawing them. During either player's turn, when your opponent would Special Summon a monster: You can send this face-up card to the Graveyard; negate the Special Summon and destroy it.
ATK 1900/DEF 800




Spells:
Book of Moon(Quick-Play)
Select 1 face-up monster on the field and flip it into face-down Defense Position.

Dark Hole
Destroys all monsters on the field.

Heavy Storm
Destroys all Spell & Trap cards on the field.

Monster Reborn
Special Summon 1 monster from either player's Graveyard to your side of the field.

Mystical Space Typhoon(Quick-Play)
Destroys 1 Spell or Trap on the field.
(Does not negate!)



Traps:
Bottomless Trap Hole
When your opponent Summons a monster(s) with 1500 or more ATK. Destroy and remove from play the monster(s).

Dimensional Prison
When your opponent declares an attack with an monster remove from play that monster.

Mirror Force
When your opponent delclares an attack with an monster destroy all Attack Position monsters your opponent controls.

Solemn Judgement(Counter)
Pay half of your Life Points. Negate the activation of a Spell Card / Trap Card / Normal Summon / Flip Summon / Special Summon and destroy the Spell Card, Trap Card, or Summoned monster.

Solemn Warning(Counter)
Pay 2000 Life Points. Negate the Summon of a monster OR the activation of a Spell Card, Trap Card, or Effect Monster's effect that includes an effect that Special Summons a monster(s), and destroy that card.

Torrential Tribute
When a monster is Summoned. Destroy all monsters on the field.



Extra Deck:
Synchros:
(If you use Synchros)

Ally Of Justice Catastor
Level 5/Dark/Machine

1 Tuner + 1 or more non-Tuner monsters
If this card battles a non-DARK monster, destroy that monster without applying damage calculation.
ATK 2200/DEF 1200

Black Rose Dragon
Level 7/Fire/Dragon

1 Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned, you can destroy all cards on the field. Once per turn, you can remove from play 1 Plant-Type monster from your Graveyard to change 1 Defense Position monster your opponent controls to face-up Attack Position, and reduce its ATK to 0 until the End Phase.
ATK 2400/DEF 1800

Brionac, Dragon Of The Ice Barrier
Level 6/Water/Dragon

1 Tuner + 1 or more non-Tuner monsters
You can discard any number of cards to the Graveyard to target the same number of cards from the field; return them to the hand.
ATK 2300/DEF 1400

Orient Dragon
Level 6/Wind/Dragon

1 Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: Target 1 face-up Synchro Monster your opponent controls; banish that target.
ATK 2300/DEF 1000

Stardust Dragon
Level 8/Wind/Dragon

1 Tuner + 1 or more non-Tuner monsters
When a Spell, Trap, Spell/Trap effect, or Effect Monster's effect is activated that destroys a card(s) on the field: You can Tribute this card; negate the activation and destroy it. During the End Phase, if this card negated an effect this way during this turn: You can Special Summon this card from your Graveyard.
ATK 2500/DEF 2000

Trishula, Dragon Of The Ice Barrier
Level 9/Water/Dragon

1 Tuner + 2 or more non-Tuner monsters
When this card is Synchro Summoned: You can banish up to one card each from your opponent's hand, field and Graveyard. (The card in the hand is chosen at random.)
ATK 2700/DEF 2000



Xyz:
(If you use Xyzs)

Number 17: Leviathan Dragon
Rank 3/Water/Dragon

2 Level 3 monsters
Once per turn: You can detach 1 Xyz Material from this card; this card gains 500 ATK. If this card has no Xyz Material, it cannot attack your opponent directly.
ATK 2000/DEF 0

Number 39: Utopia
Rank 4/Light/Warrior

2 Level 4 monsters
When any player's monster declares an attack: You can detach 1 Xyz Material from this card; negate the attack. When this card is targeted for an attack, while it has no Xyz Materials: Destroy this card.
ATK 2500/DEF 2000

Steelswarm Roach
Rank 4/Dark/Fiend

2 Level 4 monsters
When a Level 5 or higher monster would be Special Summoned: You can detach 1 Xyz Material from this card; negate the Special Summon and destroy it.
ATK 1900/DEF 0

Wind-Up Zenmaines
Rank 3/Fire/Machine

2 Level 3 monsters
If this face-up card on the field would be destroyed, you can detach 1 Xyz Material from this card instead. Once per turn, during the End Phase, if this effect was used this turn: Target 1 card on the field; destroy it.
ATK 1500/DEF 2100



Side Deck:
Effect Veiler
Level 1/Light/Spellcaster/Tuner

During your opponent's Main Phase, you can send this card from your hand to the Graveyard to select 1 face-up Effect Monster your opponent controls. Negate the effect(s) of that monster until the End Phase.
ATK 0/DEF 0

Pot of Avarice
You can select 5 Monsters from your Graveyard, shuffle them back into your deck and then you draw 2 cards.
(If you are using a Monster heavy deck)


Alright so they is the most used cards in the game but as for Solemn Judgement & Solemn Warning i rarely use them just cause you have to pay so many Life Points to use them and for me it just seems it makes it easier for you to lose but i do admit they come in handy then can save you and also make openings so you can win so don't diss them cause i rarely play with them.
:D

Also if you want to further test your skills and become a better duelists you should make your deck build around the Advanced Format List.

It's where certain cards are limited to either 2 copies or just 1 or are just forbidden to use in your deck. It is mostly for tournament purposes but even if you don't planning on entering tournaments either soon or not at all its still a good list to abide by cause almost everbody you will be dueling against would be abidding by that list.

But always remember no matter how you make your deck build around remember you can only have up to 3 cards with the same name in your deck and also 40-60 cards.

At last i just wanna say have fun and don't be so much as a sore loser or worst a sore winner i play this game for fun and everytime i lose i still have fun and plus its a learning experience.





Tips

Overall Tips

Here are my overall tips make sure to read your cards, don't be afraid to attack most of the time your opponent is bluffing, don't be afraid to do something take risks don't really worry about the Life Points i have won and seen other people win duels when they only have 100 LP left and if you make a mistake(s) or lose don't feel bad its just learning experience and to me the main reason i play is cause to have fun.


Common Mistakes

Here i will clear on up on the difference between terms and cards.

Normal Summoning & Special Summoning

To this day i still encounter people trying to use Trap Hole on a Special Summoned Monster.



Solemn Judgement & Solemn Warning

Solemn Warning & Solemn Judgement are a bit different.

Solemn Judgement
Pay half of your Life Points. Negate an activation of a Spell / Trap Card / Normal Summon / Flip Summon / Special Summon and destroy the Spell Card, Trap Card, or Summoned monster.

Basically can negate everything accept for a few things.
(More on it in the Rulings down below)

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

Solemn Warning, can't negate cards that do not Special Summon monster(s), such as Mirror Force, Dark Hole, Or Lightning Vortex.
(More on it in the Rulings down below)



Summoning Conditions

There are two very popular types of Summoning Conditions that a monster can have: Nomi and Special Summon Only.

Both may only be Special Summoned from the Hand unless otherwise specified on the card.

Nomi
A card with the text below may never be Special Summoned by any other means except by the Summoning Condition printed on its text.
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by...

Like Armed Dragon LV7, Armed Dragon LV10, Judgement Dragon

you can't Call of the Haunted, Premature Burial, Monster Reborn Nomi Monster's. Even if properly summoned before hand.

Semi-Nomi/Special Summon Only
A card with the text below may be Special Summoned from the Graveyard or Banished if it is sent there from the Field.
This card cannot be Normal Summoned or Set. This card can only be Special Summoned...

Like Black Luster Soldier - Envoy of the Beginning, Chaos Sorcerer

After a Special Summon only monster has been Special Summoned properly, it can be Special Summoned through other effects.

This only lasts as long as the monster does not return to the Hand or Deck. As long as the monster remains on the field, in the Graveyard, or removed from play, you can Special Summon it again with other card effects.

Also you cannot revive a Special Summon Only monster if you send them to grave by discarding or sending from the deck, cause they haven't fulfilled their summoning condition (i.e. banish a light and a dark monster from the grave...).

If their summoning gets negated you cannot revive them cause it's not "correctly summoning a monster".

Note that Fusion Monsters, Ritual Monsters and Synchro Monsters are treated as Semi-Nomi monsters, unless stated otherwise.

Also unless stated otherwise, Fusion Monsters are properly Special Summoned by a Fusion Summon, Ritual Monsters by a Ritual Summon, and Synchro Monsters by a Synchro Summon.



Hand Size Limit

The hand size limit is 6 cards at the end of your turn I repeat at THE END OF YOUR TURN not the beginning of your turn the END!

I have seen people discard cards that they drew on their opponents turn.

I also seen people do that and then also the opponent telling them have to discard cards.

Sooo let me make this clear you only discard cards cause of hand size limit at the end of your turn!!

Meaning say you have 6 cards in your hand on your opponent's turn and you have 2 Reckless Greeds down and your opponent heavy storms

So you chain them and you draw 4 cards so now you have 10 cards you don't need to discard any cards! Only at the end of your next turn!!



Sending VS Discarding

Sending

Send refers to a card, whether it be in your Deck, Hand or on your side of the field, going to the Graveyard.

Some people tend to think, that sending cards to the Graveyard is the same as Destroying/Discarding. It's not.

Sending cards from the field to the Graveyard does not trigger effects that happen when destroyed. You can safely use "Ojama Trio Tokens" as synchro material without taking damage.

You can not negate cards that send to the Graveyard with effects like "Stardust Dragon" or "My Body as a Shield". You can safely send you opponents "Stardust Dragon" to the grave with "Dark End Dragon".

For example, the "Dark World" monsters have their effects activate when they are discarded. (But not when discarding is a Cost)

So do Fabled monsters have their effects activate when they are discarded.

They activate with the resolution of "Card Destruction" but not "Hand Destruction" because "Card Destruction" says "Discard" the cards to the graveyard while "Hand Destruction" says "Sends" the cards to the Graveyard.



Discarding

A Discard is the act of sending a card from your Hand, under normal circumstances, to the graveyard that can either be as a result of a card effect, or as a requirement to activate a card. Two such examples are "Spirit Reaper" and "Lightning Vortex". When a card is discarded it is not considered destroyed.

Some people also tend to think, that discarding cards to the Graveyard is the same as Destroying/Sending. Again it's not.

Discarding for cards like "Dark Core" or "Lightning Vortex" is considered a Cost. As such, "Dark World" monsters would not get their Special Summon effect.
(I'll get into Card Costs a bit further down the page and explain more)

A card being discarded does not necessarily go to the Graveyard. Although this is normally the case, cards like "Macro Cosmos" will send the cards to the Banished Zone instead; however, the card is still considered as being discarded.

But if your discarding for a Cost and Macro Cosmos is face-up on the field then you cannot activate the card. Also you cannot activate the card if you cannot pay the cost, for example, if you do not have any cards in your hand.

Discarding cause of the Hand Size Limit

Discarding cause of the Hand Size Limit is not considered a Card Effect.

So Dark World won't get their effects but Fabled monsters would.



Destroying VS Banishing & Negating

Destroying

Destroying is a way of sending cards to the Graveyard.

Cards can be destroyed by card effects which explicitly use the word "destroy". When a monster is beaten in battle, it is considered destroyed as well.

When a card is destroyed, it is sent to the Graveyard, unless there is an active card effect that says otherwise.

Note Destroying is different then Banishing and Banishing is different then Destroying.



Banishing

Banishing (previously reffered as being removed from play RFP or removed from the game RFG) is a term used to describe when a card is removed from the Duel by another card's effect.

Once a card is banished, it cannot re-enter the current duel, except by a card that specifically allows it, such as "Return from the Different Dimension", "D.D.R. - Different Dimension Reincarnation" or "Miracle Dig".

Note Banishing is different then Destroying and Destroying is different then Banishing.



Negating

To Negate a card is to prevent a card from activating and/or using its effect.

Destroying a card is not the same as negating the card.

So when a player activates "Dark Hole" and the other player activates "Mystical Space Typhoon", it will only send the activated card, Dark Hole, to the Graveyard, but its effect will remain on the field, so the monsters are still destroyed.

Examples of what cards Negate:

Using "Seven Tools of the Bandit" on "Royal Decree"

Using "Magic Jammer" on "Monster Reborn"

Using "Trap Jammer" on "Mirror Force"

Using "Skill Drain" on "Chaos Sorcerer"

Using "Solemn Judgment", "Horn of Heaven" or "Forced Back" on the Summoning of "Jinzo"

To negate an attack is to stop a battle from taking place and preventing the monster from attacking again during the same turn. Examples include "Magic Cylinder", "Draining Shield", or "Negate Attack".

Note that cards such as "Sakuretsu Armor", "Mirror Force" and "Dimensional Prison" do not negate attacks. The attacking monster is removed from the field during the Battle Step and the attack ends.



Card Costs

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

You NEVER get a "refund" on a cost. (Meaning if your card gets negated you don't get the cost back i.e. paying LP)

Costs don't always have to be in Life Points. Monsters can be Tributed, cards can be discarded from the hand, etc.

In the lore of a card whose effect requires a cost, the cost description is separated from the effect description by a comma, a period or the word to.

For Example:

Player 1: Activates "Waboku".

Player 2: Pays 1000 Life Points and activates "Seven Tools of the Bandit".

Player 1: Pays half his Life Points activates "Solemn Judgement", negating "Seven Tools of the Bandit".

So even though Player 2's card got negated he does not gain back the Cost he had to pay to activate their card.

Card Costs aren't considered to be Card Effects.

So cards like Dark World monsters don't get their Special Summon effects.

But Fabled monsters will get their Special Summon effects.

This is cause the wording in the cards
Dark World monsters say "When they get discarded by a Card Effect"
while Fabled monsters say "When they get discarded to the Graveyard"



Chains/Chaining

How Chains/Chaining works A Chain is started whenever someone activates a card. That card automatically becomes Chain Link 1. If it goes unopposed, the chain still resolves with only one step having been taken.

For Example:

Player 1 uses "Lightning Vortex".

Player 2 then chains "Magic Jammer".

Player 1 then chains "Seven Tools of the Bandit".

A Chain is resolved starting with the last card played and working backward.

So Player 1's "Seven Tools of the Bandit" negates Player 2's " Magic Jammer" so Player 1 can still use "Lightning Vortex".

But even though Magic Jammer has been negated Player 2 still has to pay the cost to activate the card in this case discarding a card from their hand.

The chain ends when every thing goes to the graveyard.

But note when you or your opponent summons a monster or declares an attack you cannot chain to those cause they did not posse a Spell Speed. Instead, those actions can only be responded to if it was the last action to have happened on the field.

For Example:

Player 1: Summons a monster

Player 2: Responds with Bottomless Trap Hole

From there Player 1 can chain to the Bottomless Trap Hole with (i.e. Seven Tools of the bandit) if he/she has the cards to.


Spell Speeds

How Spell Speeds Works

Officially, there is 3 Spell Speeds, Spell Speed 1, Spell Speed 2 & Spell Speed 3.

Spell Speed 1 Cards:

Normal/Field/Continuous/Equip & Ritual Spell Cards.
Flip/Ignition & Trigger Effect Monsters' effects.

Spell Speed 2 Cards:

Quick-Play Spell Cards
Normal & Continuous Trap Cards
Quick Effects

Spell Speed 3 Cards:

Counter Trap Cards.

Spell Speeds work by, each Spell Speed can only be countered with one that is greater, or equal.

For Example:

Player 1: Uses Monster Reborn (Normal Spell)

Player 2: Chains Dark Bribe (Counter Trap)

Player 1: Uses Royal Decree (Normal Trap)
but wait he can't cause Royal Decree is a Normal Trap and Normal Traps are Spell Speed 2 and Counter Traps are Spell Speed 3

So Player 1 has to either active another Counter Trap like another Dark Bribe or Seven Tools of the bandit or just has to let it go.



Targeting

Targeting is when you select a certain card(s).

If the card's text says "target", then the effect almost always targets. If the card's text says "select", or "designate" then the effect usually targets, although there are some exceptions. When in doubt, check the card's rulings to see whether or not it targets.

Most popular cards that do target.

Black Rose Dragon (2nd Effect)
Brionac, Dragon of the Ice
Dark Armed Dragon (Destroying Effect)
Forbidden Chalice
Forbidden Lance
Shrink
Dimensional Prison
Draining Shield
Magic Cylinder
Sakuretsu Armor


Most popular cards that do not target.

Black Rose Dragon (Destroying Effect)
Judgment Dragon (Destroying Effect)
Creature Swap
Dark Hole
Fissure
Lightning Vortex
Smashing Ground
Bottomless Trap Hole
Mirror Force
Torrential Tribute


They do not Target because the player does not specify which cards will be affected - rather, it destroys all monsters, regardless of whether or not the monsters were on the field at activation. Usually look for the word All if it says "Destroy all Monsters or Spells/Traps..) most likely it doesn't target but like always in doubt look up the rulings.



Missing The Timing

Missing the timing means when a optional/You Can effect misses its time to be able to use its effect(s).

Sometimes an optional effect can only be activated "when" a condition happens. In this case, you are only allowed to activate the effect when the activation condition being met was the last thing to happen in the game. If something else happened after the activation condition was met, then you have missed the timing, and cannot activate the optional effect.

This mainly applies to Monster Cards with optional Trigger Effects such as "Peten the Dark Clown" and "Poison Draw Frog", but it can also affect Spell and Trap Cards such as "Bottomless Trap Hole" and "Heart of the Underdog".

So that means Syncing/Tributing monsters like Naturia Cliff or Peten the Dark Clown miss their timing cause the last thing to happen is the Summoning of a monsters and not their effects. Sad i know :(

In terms of Missing the Timing there is a simple breakdown you can do to figure out whether or not a card will miss timing or not.

1) Check to see if its optional, i.e. "...you can..."

Yes? - Cards with the words "you can" are optional effects. To figure out when to apply the effect, you need to look at the condition which triggers it.

No? - Cards without "you can" are mandatory as long as the condition is met.

2) Check the condition under which the effect applies, i.e. "If...", "When...", None, part of another effect

If? - Cards with this wording only care about whether the condition is met or not. As long as the condition is met, the effect activates.

When? - Cards with this wording care about literally "when" the condition is met. This means they can only activate at that exact moment. If anything happens after that moment, then the effect cannot resolve because it has passed.

None? - If there is no condition, then the effect simply happens. This is the bulk of many spells, some traps, and some monster effects.

Part of another effect? - Cards like this are dependent on the first part of the effect resolving. If the first part doesn't resolve, the second part cannot resolve.

This is not the same as missing the timing, but is still important. One great example is Lyla, Lightsworn Sorceress.

In order for it to resolve, both parts of the effect must be able to resolve. If you cannot change her position, you cannot destroy a Spell/Trap.

There are other cards with similar clauses, but separated by commas, periods, etc. In any of these cases, to do any later parts of the effect, the previous effects may have to happen first.



Priority

Priority is something stupid and like cheap like really F it! >:(

Priority can be defined as "A player's 'right' to be able to activate his/her effect, ensuring its spot on Chain Link 1." Priority does not allow players to automatically activate and resolve effects without a chain; it simply assures a card's activation (not resolution), and guarantees a place on Chain Link 1. How the chain resolves is up to the players.

Priority tells you who can activate an effect at any certain point in the game. Note that cards never have priority'; it is the players who have priority. The Turn Player always starts with priority.

All that means is...

Example:

Player 1: Summons a monster and sets Bottomless Trap Hole and ends their turn.

Now its Player 2's turn

Player 2: Summons Chaos Sorcerer/Black Luster Soldier - Envoy of the Beginning

Player 2, now being the turn player, calls priority to activate the effect of their card effect. The Ignition Effect of them then activates, targeting the face up monster. The effect of them is now Chain Link 1.

Player 1 then activates their "Bottomless Trap Hole", since the Special Summon of the monster was the last action to have resolved on the field. "Bottomless Trap Hole" is now Chain Link 2.

The chain now resolves in reverse:

Chain Link 2: "Bottomless Trap Hole" resolves. The monster is destroyed, and banished.
Chain Link 1: The effect of their monster resolves. The monster is now banished.

Always remember that Monster Effects, unless they specify otherwise, can have their effects resolved without being present on the field.

However, this is only in the TCG; the OCG ruling was changed on March 19, 2011.

Before revision The Ignition Effect of a monster can be activated at the timing a monster is successfully Summoned (including Flip Summon, Special Summon).

After revision The Ignition Effect of a monster cannot be activated at the timing a monster is successfully Summoned (including Flip Summon, Special Summon).



TCG/OCG

TCG stands for "Trading Card Game"

It refers to American/English cards and has different rules then OCG and some different cards.

In TCG we still have Priority and OCG doesn't anymore.

OCG stands for "Original Card Game"

It refers to the Asian cards Japanese/Korean and just like TCG it has different rules and different cards that haven't came out in the US yet.





Rulings

Rulings are where Konami and the people who made Yu-Gi-Oh! say how the cards work and what you can and can't do.

These are rulings i have come across while dueling that i didn't know or wasn't sure on at first or i think are just worth noting.

If you think i should add any card rulings feel free to contact me on the Dueling Network and/or if i got any rulings wrong or anything.


Dark World

Celri, Guru of DarkWorld

Effect:
If this card is discarded to the Graveyard by a card effect: Special Summon this card from the Graveyard to your opponent's side of the field in face-up Defense Position. When this card is Special Summoned by the effect of a "Dark World" card: Your opponent must discard 1 card.

So your opponent "Player A" and you are "Player B"

Player A: Uses Dark World Dealings and they discard Celri, Guru of Dark World

So Celuri gets Special Summoned onto Player B's field, Then Celuri's other effect activates.

At first (or many times reading it...) you think that you Player B have to discard a card cause it's your opponent Player A who used the effect right?

Well not really if you re-read the card careful, Celuri gets Special Summoned onto Player B's side of the field and then it says "When this card is Special Summoned by the effect of a "Dark World" card: Your opponent must discard 1 card."

So well then if you think about it you Player B is the one who controlls Celuri and your opponent is Player A so Player A is the one who has to discard and not you Player B.

Yeah probably the most confusing card i came across so far lmao.



Grapha, Dragon Lord of Dark World
Effect:
You can Special Summon this card (from your Graveyard) by returning 1 face-up "Dark World" monster you control to the hand, except "Grapha, Dragon Lord of Dark World". If this card is discarded to the Graveyard by a card effect: Target 1 card your opponent controls; destroy that target, then, if this card was discarded from your hand to your Graveyard by an opponent's card effect, look at 1 random card in your opponent's hand, then, if it was a monster, you can Special Summon it to your side of the field.

If Grapha, Dragon Lord of Dark World is destroyed by battle by Dark Ruler Ha Des, then you cannot Special Summon "Grapha, Dragon Lord of Dark World" from the Graveyard through its effect.



Dragged Down into the Grave
Effect:
You and your opponent look at each other's hands, select 1 card from each other's hands and discard them to the Graveyard, and each draw 1 card.

If the opponent activates Dragged Down into the Grave and has you discard Goldd, Wu-Lord of Dark World, then you can apply the "you can select up to 2 cards your opponent controls and destroy them" effect of Goldd, Wu-Lord of Dark World.

So it seems this counts as being Your/Opponent's card effect.



Effect Veiler
Effect:
During your opponent's Main Phase, you can send this card from your hand to the Graveyard to select 1 face-up Effect Monster your opponent controls. Negate the effect(s) of that monster until the End Phase.

Effect veiler and Chain Disappearance can't find the target so they cannot even be activated in response to Rabbit trying to activate its effect in TCG and if they call Priority.



Evolzar Dolkka
2 Level 4 Dinosaur-Type monsters
Effect:
When an Effect Monster's effect activates: You can detach 1 Xyz Material from this card; negate the activation and destroy it.

You can negate any effect that activates, regardless if it targets.

Evolzar Dolkka's effect is a Quick-Effect and because of that it can be activated in the damage-step to negate Mystic Tomato, Gorz, Battle Fader, Stardust Dragon, Honest and cards of that nature.

You cannot use this card to negate continuous effects or other effects that do not activate while this card is on the field; so, while you can negate the effect of "Number 39: Utopia", you cannot negate the effect of "Number 17: Leviathan Dragon" that was used prior to this card being on the field.



Evolzar Laggia
2 Level 4 Dinosaur-Type monsters
Effect:
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 destroy that card.

The Xyz Materials are detached as an activation cost.

You can activate the effect during the Damage Step.

This card's controller chooses whether or not to activate its effect.

If you have multiple copies of "Evolzar Laggia" on the field, then you can activate each copy's effect in the same Chain.

The effect of "Evolzar Laggia" can only negate Special Summons which do not start Chain Links. You can negate Synchro Summons, Xyz Summons, and the Special Summon of monsters like "Chaos Sorcerer" and "Cyber Dragon" which do not start Chain Links.

You cannot negate Special Summons that occur during the resolution of an effect, such as "Monster Reborn" or "Call of the Haunted". However, you can use the effect of "Evolzar Laggia" to negate the activation of cards like these.



Fossil Dyna Pachycephalo
Effect:
Neither player can Special Summon monsters. When this card is flipped face-up: Destroy all Special Summoned monsters on the field.

You cannot Sync or Xyz with Fossil Dyna Pachycephalo

Dyna is preventing the performing of a Synchro/Xyz Summon.

Even choosing/sending materials for it are already considered part of Synchro Summoning. Dyna prevents the whole thing.



Gorz the Emissary of Darkness
Effect:
When you take damage from a card your opponent controls while you control no cards: You can Special Summon this card from your hand.

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.

Can't use Bottomless Trap Hole cause it's in the Damage Step. You can't Bottomless Trap Hole the Token either Gorz and the Token happen at like the same time so yeah, but you can Bottomless Trap Hole Gorz if it's Effect/Burn Damage.



Greed Quasar
Effect:
This card's original ATK and DEF are each equal to its Level x 300. This monster's Level is increased by the Level of monsters it destroys by battle.

This is the first, and as of now, only monster released in OCG/TCG whose level can go above Level 12 by its own effect.

This card cannot be searched from the Deck by cards like Sangan that search based on ATK/DEF.



Inzektors

Inzektors are a new Archtype that work by equipping to one another, and then when you equip them you can unequip them and send the equip monster to the graveyard to destroy 1 card on the field, add another Inzektor monster to your hand, or Special Summon another Inzektor monster.

The biggest thing with them is most people don't understand with them and their equipping ability, is like when Dimensional Fissure is face-up on the field and if they get their effects or not.

Dimensional Fissure
Effect:
Any monster sent to the Graveyard is banished instead.

The rulings say they do not get banished cause they get sent to the graveyard as an Equip Spell and not as a monster.

But if Macro Cosmos is on the field then they do get banished cause its any card sent to the graveyard and you cannot be activated.

You can use cards like Mystical Space Typhoon on a equipped Inzektor Hornet so it doesn't get its destroying effect but they still get the special summon effect.



Reborn Tengu
Effect:
When this card is removed from the field: Special Summon 1 "Reborn Tengu" from your Deck.

This effect is mandatory and can activate during the Damage Step., This effect does not activate if Reborn Tengu is returned from the field to the Deck., & It doesn't get its effect if it's face-down.

Interesting but i don't really see why it doesn't get it's effect if returned to the deck it says when it's removed from the field.



Rescue Rabbit
Effect:
This card cannot be Special Summoned from the Deck. You can banish this face-up card you control; Special Summon 2 Level 4 or lower Normal Monsters with the same name from your Deck. Destroy them during the End Phase. The effect of "Rescue Rabbit" can only be activated once per turn.

"This card cannot be Special Summoned from the Deck." is not treated as an Effect Monster's effect.

Banishing it is an activation cost.

If Skill Drain is on the field you could still use Rescue Rabbit's effect, cause Rescue Rabbit banishes itself from play as part of its cost and Skill Drain only works on face-up monster on the field and at the time of effect resolves, he's no longer on the field for Skill Drain to negate.

Effect veiler and Chain Disappearance can't find the target so they cannot even be activated in response to Rabbit trying to activate its effect in TCG and if they call Priority.

If Skill Drain is on the field you could still use Rescue Rabbit's effect, cause Rescue Rabbit banishes itself from play as part of its cost and Skill Drain only works on face-up monster on the field and at the time of effect resolves, he's no longer on the field for Skill Drain to negate.

Destroying the Special Summoned monsters during the End Phase does not start a Chain Link.

If you use "Hero Mask" to change the name of "Rescue Rabbit", then you still cannot activate its effect more than once per turn.

Even if a face-up "Rescue Rabbit" is being affected by "Fiendish Chain", it can activate its effect. Furthermore, at the time of the resolution it is no longer affected by "Fiendish Chain" and you can Special Summons monsters from your Deck.

At the time of the resolution of "Rescue Rabbit" effect, if 2 Normal Monsters cannot be Special Summoned, the remaining one is not Special Summoned.

Fact: Rescue Cat is cutier then Rescue Rabbit





Six Samurai





Spirit Reaper

Spirit Reaper vs Book of Moon

Spirit Reaper
Effect:
This card cannot be destroyed by battle. Destroy this card when it is targeted by a Spell, Trap, Spell/Trap effect or Effect Monster effect. When this card inflicts Battle Damage to your opponent by a direct attack, your opponent randomly discards 1 card.

Book of Moon
Effect:
Target 1 face-up monster on the field; change that target to face-down Defense Position.

Ahh so one of the most feuded rulings with the Reaper Book of Moon.

If you read both cards at first you think that Spirit Reaper is destroyed right? Cause he has been targeted yeah? well nope the rulings say that Spirit Reaper is face-down when Book of Moon resolves so he is not destroyed. Which when you know the game and everything it kind of makes sense but still people argue that Spirit Reaper is still targeted...



Thunder King Rai-Oh
Effect:
Neither player can add cards from their Deck to their hand except by drawing them. During either player's turn, when your opponent would Special Summon a monster: You can send this face-up card to the Graveyard; negate the Special Summon and destroy it.

On Negating Summons (In General)

Sending this card to the Graveyard is a cost to activate the effect which negates Special Summons. This effect does not target.

The effects of Thunder King Rai-Oh, Black Horn of Heaven, Solemn Judgment, and similar cards can only be activated when a monster Special Summons itself without starting a Chain, such as when a Special Summon monster Special Summons itself.

Example:
The effect of Thunder King Rai-Oh can negate the Special Summon of Cyber Dragon, Dark Armed Dragon, and Endymion, the Master Magician.

Example:
The effect of Thunder King Rai-Oh can negate a Synchro Summon and the Special Summon of Gladiator Beast Gyzarus from the Extra Deck.

The effects of Thunder King Rai-Oh, Black Horn of Heaven, Solemn Judgment, and similar cards cannot negate a Special Summon by another card effect.

Example:
Cards like Thunder King Rai-Oh cannot negate the Special Summon by the effects of Monster Reborn or Polymerization. However, Solemn Judgment can also negate the activation of a Spell/Trap Card, so it can negate the activation of Monster Reborn or Polymerization itself.

The effects of Thunder King Rai-Oh, Black Horn of Heaven, Solemn Judgment, and similar cards cannot negate a Special Summon which occurs during the resolution of an effect which activates.

Example:
When Battle Damage is inflicted, the effect of Gorz the Emissary of Darkness which Special Summons it activates. Thus, you cannot negate this with the effect of Thunder King Rai-Oh.

Example:
Monsters in the hand or Graveyard are removed from play to activate the effects which Special Summon Dark Simorgh. Thus, you cannot negate this with the effect of Thunder King Rai-Oh. Cause its a Cost/Condition not an effect.

Thunder King Rai-Oh and similar cards can negate a Synchro Summon. The card is activated after sending the Synchro Material Monsters to the Graveyard, but before the Synchro Summon is successful.

Thunder King Rai-Oh negates Special Summons the same way that Black Horn of Heaven, Horn of Heaven, and Solemn Judgment negate Special Summons. You can only use the effect against a Special Summon which does not use a Chain Link. You cannot use the effect when a monster is Special Summoned during the resolution of another card.

Thunder King Rai-Oh's effect activates after the Summon has been declared, but before the Summon is successful.

Way more here



Tragoedia
Effect:
When you take Battle Damage: You can Special Summon this card from your hand.
This card gains 600 ATK and DEF for each card in your hand. Once per turn: You can send 1 monster from your hand to the Graveyard to target 1 face-up monster your opponent controls with the same Level as the sent monster; take control of that target. Once per turn: You can target 1 monster in your Graveyard; this card's Level becomes the same as that target's, until the End Phase.

Shrink



Wind-Up

Wind-Up Factory can be used on your opponents turn.



Dimensional Fissure / Macro Cosmos

Dimensional Fissure
Effect:
Any monster sent to the Graveyard is banished instead.

Macro Cosmos
Effect:
When this card resolves: You can Special Summon 1 "Helios - The Primordial Sun" from your hand or Deck. While this card is face-up on the field, any card sent to the Graveyard is banished instead.

You can still use and get to summon the monster with Future Fusion when Dimensional Fissure or Macro Cosmos is face up on on the field. Cause it is part of it's effect and not a cost.



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



Enemy Controller
Effect:
Select and activate 1 of these effects:

● Change the Battle Position of 1 face-up monster your opponent controls.

● Tribute 1 monster. Select 1 face-up monster your opponent controls. Take control of it until the End Phase.

You can manually switch the battle position of a monster in the same turn if you haven't already summoned it, attacked, or manually change it's battle position that turn (i.e. from defense to attack).

If you take control your opponent's monster and Book of Moon it, it will still go back to them.





Shrink
Effect:
Select 1 face-up monster on the field. The original ATK of that monster is halved until the end of this turn.

Using multiple Shrinks on one monster doesn't work cause it cuts the original attack in half.



Divine Wrath
Effect:
Discard 1 card to negate the activation of an Effect Monster's effect, and destroy that Effect Monster.

Divine Wrath can negate Honest, D.D. Crow, Divine Wrath can negate Honest, D.D. Crow, Tragoedia, Gorz the Emissary of Darkness, Battle Fader etc...

Can Negate

You can activate the effect of Divine Wrath to a Flip Effect, Cost Effect, Ignition, Trigger Effect, or Quick Effects (previously known as Multi-Trigger Effects).
But not to a Continuous Effect. This is because Continuous Effects cannot be chained to.

Player activated effects (Ignition Effects):
like Magical Scientist, Tribe Infecting Virus, Injection Fairy Lily, Cannon Soldier, Catapult Turtle, Exiled Forces, Gravekeeper's Assailant, Gravekeeper's Watcher, Gravekeeper's Cannonholder, ...

- Summon Triggers:
like Marauding Captain, DMoC, Gravekeeper's Chief, ... (only IF the player activates the effect)

- Card Draw Effects:
like Airknight Parshath, Bistro Butcher (note: these triggers are NOT optional)...

- Discard Effects:
like Don Zaloog (only IF the player actually activates the effect)

- Remove from Game Effects:
like Kycoo the Ghost Destroyer (only IF the player actually activates the effect)...

- Search Effects:
like Witch and Sangan

- Return to Hand/Field Effects:
like Dark Necrofear, Vampire Lord, and Sinister Serpent

Most Flip Effect Monsters:
like Man Eater Bug, Hane Hane, any of the Jars... (the reason i say 'most' is that i'm sure one will come up that doesn't fit into this category, but for the most part 'all' Flip Effects could be Chained with DW)

- Return to Hand effects:
like the Spirit Monsters

- Battle to Graveyard Triggered Effects:
Nimble Monmonga, Giant Rat, Giant Germ...

- Standby Phase Triggered Effects:
like Lava Golem, Sinister Serpent

Conditional Triggered Effects:
- Element Magician (because there is a condition that must be met for the effect to trigger, where Hayabusa Knight there is none)

- Sasuke Samurai (when it attacks a face-down Monster at the beginning of the Damage Step)

- Yata (only WHEN it does damage; note, you will Chain when the Yata does damage, NOT at the beginning of the turn that you do NOT draw)

Other Specialized Effects that are Chainable:

- BOTH effects of Black Luster Soldier - Envoy of the Beginning

- Chaos Emperor Dragon (after the player pays 1000 lps)

- Kuriboh's discard from the hand effect

- DD Warrior Lady (only IF the player activates the effect)



Can't Negate

Summoning requirements (like remove two monsters from your Graveyard to special summon this Monster to the field) are NOT chainable with Divine Wrath.

this is NOT an activated effect, but simply a condition to special summon the monster. this also goes for Monsters like Fiend Megacyber that are allowed to be Special Summoned due to a condition on the field.

- when a Monster is flipped due to an attack, the effect is activated and resolved in the "Resolve Effects" substep of the Damage Step, and that is when you will activate Divine Wrath. you do NOT activate Divine Wrath in the "Flip Monster" substep unless noted below.

- Exodia is a win condition that does NOT use the Chain. there is NO effect placed on the Chain that can be negated, so you may NOT use Divine Wrath to negate the win declaration of Exodia.

a few Monster effects that CANNOT be Chained to because they are Continuous effects:

- AirKnight Parshath (Piercing Effect)
- Ancient Gear Golem
- Asura Priest
- Bountiful Artemis
- Giant Orc
- Goblin Attack Force
- Hayabusa Knight
- Jinzo
- Raging Flame Sprite
- both effects of Spear Dragon
- Steamroid

Way more here



Gozen Match/Rivalry of Warlords

Gozen Match
Effect:
Each player sends monsters they control to the Graveyard until they each control monsters of only 1 Attribute. Each player cannot control monsters with different Attributes.

Rivalry of Warlords
Effect:
Each player sends monsters they control to the Graveyard so that they only control 1 Type of monster. Each player can only control 1 Type of monster.

The Rules on those cards is you can't Summon any other type then what you have on the field that means Normal, Flip, Tribute, Special, Fusion, Ritual, Sync, Xyz summon. But you can still Set cards.

Example:
Player A: Has Treeborn Frog face-up on the field and Gozen Match/Rivalry of Warlords is face-up on the field and tries to tribute Caius the Shadow Monarch he can't, he has to summon something that is either Water or Aqua or both like Mobius the Frost Monarch.

But say that the Treeborn Frog is face-down then they can tribute summon Caius.

You also cannot attempt to take control of an opponent's monster of a different attribute/type with Mind Control/Enemy Controller/Puppet Plant if Gozen Match/Rivalry of Warlords is on the field.

Players also can't Lava Golem when Gozen Match/Rivalry of Warlords is on the field.

Example:
Player A: Uses Mind Control/Lava Golem.

Player B: Chains Gozen Match/Rivalry of Warlords they just prevented Player A from taking their monster/the summoning of Lava Golem.





Reckless Greed
Effect:
Draw 2 cards, and skip your next 2 Draw Phases.

Reckless Greed doesn't stack if used multiple in the same turn. So if you activate 3 at one time instead skipping 6 draw phrases you only skip 2 draw phrases.



Skill Drain
Effect:
Pay 1000 Life Points. The effects of all face-up Effect Monsters on the field are negated.

Apparently you can summon Tour Guide and then Book of Moon her and still get effect.

Okay so the way i figured out and understand it is, the Normal Summon is a cost or the condition to which you can use the effect and Skill Drain does't negate the activation of the effect so then when you Book of Moon the effect resolves face-down.





Solemn Judgment / Solemn Warning

Solemn Judgment
Effect:
Pay half of your Life Points. Negate the activation of a Spell Card / Trap Card / Normal Summon / Flip Summon / Special Summon and destroy the Spell Card, Trap Card, or Summoned monster.

Solemn Judgment can stop inherent summons, it simply cannot stop summons that start a chain (summons as a result of an effect) because it would miss the timing.

Solemn Judgment can negate the activation of a Spell/Trap Card, so it can negate the activation of Monster Reborn or Polymerization itself.



Solemn Warning
Effect:
Pay 2000 Life Points. Negate the Summon of a monster OR the activation of a Spell Card, Trap Card, or Effect Monster's effect that includes an effect that Special Summons a monster(s), and destroy that card.

It can negate

If you use Warning on your opponent summoning a monster and your opponent uses either Solemn Judgement/Dark Bribe you cannot use another Warning cause it must be activated directly in response to the summoning.

Both Solem Judgment & Solemn Warning can be used in the Damage Step but Warning can negate cards like Battle Fader, Gorz, Tragoedia

Both when you use it the monster never hits the field. Your opponent would have to chain Solemn Judgment or Solemn Warning to Polymerization's activation. If they let Polymerization resolve and the Fusion Monster comes out, they have missed their chance to stop the Fusion Summon.

All three cards can stop inherent summons (such as Chaos Sorcerer).





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