Aximil Posted March 13, 2010 Report Share Posted March 13, 2010 I thought I'd make this because I don't think I've seen a topic about this on here ever. And because of an argument over PMs about whether or not Spell Canceller or Secret Village of the Spellcasters would negate it. (The rulings state that this can still be activated, but the person I'm arguing with insists that it can't.)Anyway, possible tech for this format because Solemn is starting to be mained again? It takes all those annoying Oppression off the field that are showing up so frequently. Discuss. Link to comment Share on other sites More sharing options...
Yankee Posted March 13, 2010 Report Share Posted March 13, 2010 You can't use this in responce to Solemn, so..This only works if you know what your opponent has, and it is really only useful for one turn. Its a 1 card Trunade. I guess its like a gust of wind.I don't like it. Link to comment Share on other sites More sharing options...
Aximil Posted March 13, 2010 Author Report Share Posted March 13, 2010 You can't use this in responce to Solemn' date=' so..[/quote'] I meant it can't be stopped by Solemn. And I was only saying it might be good tech because of all the Oppressions and Skill Drains running around. Link to comment Share on other sites More sharing options...
Yankee Posted March 13, 2010 Report Share Posted March 13, 2010 ...Giant Trunade.Heavy Storm. They do it better... Link to comment Share on other sites More sharing options...
Aximil Posted March 13, 2010 Author Report Share Posted March 13, 2010 *points to all the negation* How do you think peoples figured out other staples? By teching them. Link to comment Share on other sites More sharing options...
Yankee Posted March 13, 2010 Report Share Posted March 13, 2010 *points to all the negation* How do you think peoples figured out other staples? By teching them. Either way.Trunade and Storm' are better.Just cuz they can be negated doesn't mean anything.Sorta' like saying JD isn't strong because you can Divine Wrath him... Link to comment Share on other sites More sharing options...
Aximil Posted March 13, 2010 Author Report Share Posted March 13, 2010 It's pointless to argue this with you because you won't look at it in a teching veiw. Link to comment Share on other sites More sharing options...
JadenxAtemYAOI Posted March 13, 2010 Report Share Posted March 13, 2010 *points to all the negation* How do you think peoples figured out other staples? By teching them. Either way.Trunade and Storm' are better.Just cuz they can be negated doesn't mean anything.Sorta' like saying JD isn't strong because you can Divine Wrath him... this was the site I was looking for http://www.netrep.net/ It doesn't mention anywhere that Spiritualism can't be forced not to activate by Secret Village. Link to comment Share on other sites More sharing options...
Yankee Posted March 13, 2010 Report Share Posted March 13, 2010 I am, but I don't see the point of teching it.You already have other ways of ridding annoyances. This is 1 card trunade. The only thing is that it can't be stopped.I'd almost rather tech Prohibition, as it can stop literally any card from being played. Link to comment Share on other sites More sharing options...
JadenxAtemYAOI Posted March 13, 2010 Report Share Posted March 13, 2010 I am' date=' but I don't see the point of teching it.You already have other ways of ridding annoyances. This is 1 card trunade. The only thing is that it can't be stopped.I'd almost rather tech Prohibition, as it can stop literally any card from being played.[/quote'] Did anyone bother to look at the link provided? Link to comment Share on other sites More sharing options...
Aximil Posted March 13, 2010 Author Report Share Posted March 13, 2010 *points to all the negation* How do you think peoples figured out other staples? By teching them. Either way.Trunade and Storm' are better.Just cuz they can be negated doesn't mean anything.Sorta' like saying JD isn't strong because you can Divine Wrath him... this was the site I was looking for http://www.netrep.net/ It doesn't mention anywhere that Spiritualism can't be forced not to activate by Secret Village. Read Spell Canceller and read Secret Village of the Spellcasters. That will give you your answer. And you really expect them to sit down and make every single interaction between every card? EDIT: I guess Prohibition would be a pretty good card to tech as well. You'd just need to wait to see what type of deck they're running (which is normally obvious after their first play.) Link to comment Share on other sites More sharing options...
JadenxAtemYAOI Posted March 13, 2010 Report Share Posted March 13, 2010 *points to all the negation* How do you think peoples figured out other staples? By teching them. Either way.Trunade and Storm' are better.Just cuz they can be negated doesn't mean anything.Sorta' like saying JD isn't strong because you can Divine Wrath him... this was the site I was looking for http://www.netrep.net/ It doesn't mention anywhere that Spiritualism can't be forced not to activate by Secret Village. Read Spell Canceller and read Secret Village of the Spellcasters. That will give you your answer. And you really expect them to sit down and make every single interaction between every card? That's their job. I did and the effect is different therefore your argument is invalid. It is similar but not the same. Link to comment Share on other sites More sharing options...
Aximil Posted March 13, 2010 Author Report Share Posted March 13, 2010 Spell Canceller"all Spell Cards cannot be activated" Secret Village of the Spellcasters"your opponent cannot activate Spell Cards" One makes it so your opponent can't activate Spells and the other makes it so nobody can activate Spells. There's no difference in how they effect Spiritualism. Link to comment Share on other sites More sharing options...
JadenxAtemYAOI Posted March 13, 2010 Report Share Posted March 13, 2010 Spell Canceller"all Spell Cards cannot be activated" Secret Village of the Spellcasters"your opponent cannot activate Spell Cards" One makes it so your opponent can't activate Spells and the other makes it so nobody can activate Spells. There's no difference in how they effect Spiritualism. nice editing there with the description http://yugioh.wikia.com/wiki/Secret_Village_of_the_Spellcasters If you control a Spellcaster-Type monster and your opponent does not' date=' your opponent cannot activate Spell Cards. If you control no Spellcaster-Type monsters, you cannot activate Spell Cards.[/quote'] http://yugioh.wikia.com/wiki/Spell_Canceller As long as this card remains face-up on the field, all Spell Cards cannot be activated. The effects of all face-up Spell Cards are also negated. Rulings "Spiritualism" cannot be activated if it is declared with "Prohibition" or while the effect of "Cold Wave" is being applied. The Spell or Trap Card goes to its owner’s hand (in case your Spell or Trap Card was on your opponent’s side of the field). [Re: Sonic Jammer] While "Sonic Jammer"'s effect is applied, your opponent cannot activate "Spiritualism". [Re: Spell Canceller] You can activate "Spiritualism" when "Spell Canceller" is face-up on the field because its activation and effect cannot be negated. Link to comment Share on other sites More sharing options...
Aximil Posted March 13, 2010 Author Report Share Posted March 13, 2010 I didn't edit them. I only grabbed the cannot activate Spell cards parts because that's all that's being applied here. And read the ruling on Spiritualism involving Spell Canceller. It can be activated even with a card out that stops all Spells from being activated because it says that it's activation and effect cannot be negated. Link to comment Share on other sites More sharing options...
JadenxAtemYAOI Posted March 13, 2010 Report Share Posted March 13, 2010 I didn't edit them. I only grabbed the cannot activate Spell cards parts because that's all that's being applied here. And read the ruling on Spiritualism involving Spell Canceller. It can be activated even with a card out that stops all Spells from being activated because it says that it's activation and effect cannot be negated. yet you ignore all that i've given you, the typical guy. I'll just stop posting in this thread seeing how stubborn you are Link to comment Share on other sites More sharing options...
Aximil Posted March 13, 2010 Author Report Share Posted March 13, 2010 I didn't edit them. I only grabbed the cannot activate Spell cards parts because that's all that's being applied here. And read the ruling on Spiritualism involving Spell Canceller. It can be activated even with a card out that stops all Spells from being activated because it says that it's activation and effect cannot be negated. yet you ignore all that i've given you' date=' the typical guy. I'll just stop posting in this thread seeing how stubborn you are[/quote'] Read the ruling and you'll see that I'm correct. Link to comment Share on other sites More sharing options...
shadowferret Posted March 13, 2010 Report Share Posted March 13, 2010 ...that ruling is confusing. >.>So, Spell Canceller disallows players from activating Spell cards, just like Secret Village and Sonic Jammer. However, Sonic Jammer stops players from activating Spell Cards as well. So, if they do the same thing, why does the ruling say Spiritualism can be activated if Spell Canceller is on the field? >.> OT: I've thought about teching Spiritualism somewhere for the longest time, but I can never find space. =/ Link to comment Share on other sites More sharing options...
b0b3rt Posted March 13, 2010 Report Share Posted March 13, 2010 It's not worth it at all. If you have a deck that really needs to push for the win, you just main Storm, Trunade, Cold Wave, and other stuff that hits EVERYTHING. Link to comment Share on other sites More sharing options...
Jazin Kay Posted March 13, 2010 Report Share Posted March 13, 2010 I use this ironically in my James Randi deck. Link to comment Share on other sites More sharing options...
Aximil Posted March 13, 2010 Author Report Share Posted March 13, 2010 Hooray! I got a negative reputation point and a 10% warning for making this thread! Kind of hope someone would have putten an end to the argument JudenxAtemYAOI started by the time this was over though. Link to comment Share on other sites More sharing options...
Jazin Kay Posted March 13, 2010 Report Share Posted March 13, 2010 Possibly because your idea on what tech is is bad. Normally, a teched card is GOOD somehow. Link to comment Share on other sites More sharing options...
Aximil Posted March 13, 2010 Author Report Share Posted March 13, 2010 No. It was because of that argument on page one with JadenxAtemYAOI. My main purpose for making this was to get an answer out of YCM to put an end to our argument. But I had it dealth with. And as for teching this, I'm sticking by what I said about it coming in handing to get rid of Oppressions, Solidarity's, Burden's and other cards and stuffs for a turn (which is normally all you need) because of all the S/T destruction and negation. Link to comment Share on other sites More sharing options...
darkwolf777 Posted March 14, 2010 Report Share Posted March 14, 2010 What's the issue here? Preventing a card from being activated IS NOT negating a card's activation. You cannot negate the activation of a card that cannot be activated in the first place. Ways to negate a card's activation? "Dark Bribe", "Solemn Judgment", etcWays to negate a card's effect? "Trap Stun", "Imperial Order", etc. Spiritulism's lore: Return 1 Spell or Trap Card on your opponent's side of the field to his/her hand. This card's activation and effect cannot be negated by any other card. k, now that we understand that... Secret Village of the Spellcasters:"If you control a Spellcaster-Type monster and your opponent does not, your opponent cannot activate Spell Cards. If you control no Spellcaster-Type monsters, you cannot activate Spell Cards." The card here say that it cannot "activate". Not allowing a card to be activated IS NOT the same as negating the activation of a card. Even though the TCG rules listed on Yugioh Wikia state otherwise, I find that ruling is incorrect. Sonic JammerFLIP: Your opponent cannot activate any Spell Cards until the end of the End Phase of the next turn. As shown here, this card also doesn't allow Spell Cards to be activated, yet this one doesn't let Spiritualism be activated, as it should be. Spell CancellerAs long as this card remains face-up on the field, all Spell Cards cannot be activated. The effects of all face-up Spell Cards are also negated. Again, wikia states here that you CAN use Spiritualism, but imo this is also incorrect. Of course all of these simply state they're rulings for the TCG, but no real explaination of OCG rules. I guess I could try it out later via the games, but the way I see it, Spell Canceller, Secret Villiage of the Spellcasters, and Sonic Jammer's effects, which prevent cards from being activated in the first place, can stop Spiritualism from being activated in the first place. Figured out a way as to how the rules make sense for these cards so ignore the above :D Link to comment Share on other sites More sharing options...
Aximil Posted March 14, 2010 Author Report Share Posted March 14, 2010 Sonic Jammer's condition is different, which is why it won't allow for the activation of Spiritualism. It's a set period of time that isn't continuous. Cold Wave and the Wicked Avatar would also keep it from being activated. As for the argument between SVotS being able to stop it while Spell Canceler can't, that's wrong. Neither can. Continouos effects are different than trigger effects and have slightly different rulings. It's like being able to use Royal Oppression even after a Cold Wave if it was already face up. Anyway, the ruling says you can use Spiritualism while Spell Canceller is face-up. SVotS has the same effect, although restricted to your opponent, while you have the conditions met. Those two would effect Spiritualism the same way. Link to comment Share on other sites More sharing options...
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