iC RiskQ Posted April 27, 2014 Report Share Posted April 27, 2014 Made a good Side Deck card. Good or bad? Neither player can activate Spell Cards. Destroy this card during your 2nd Standby Phase after activation. Link to comment Share on other sites More sharing options...
arkaeldarknnes Posted April 27, 2014 Report Share Posted April 27, 2014 It is intended to only prevent new spell cards to be activated? If it isn't it should say: "Negate all spell card effects on the field. Destroy..." if you want to lock completely spell cards with this card. Link to comment Share on other sites More sharing options...
iC RiskQ Posted April 27, 2014 Author Report Share Posted April 27, 2014 It is intended to only prevent new spell cards to be activated? If it isn't it should say: "Negate all spell card effects on the field. Destroy..." if you want to lock completely spell cards with this card. Yeah, it's suppose to prevent Spells to be activated. I mean, why would someone activate a Spell card other than MST(chaining this to it's activation) when this is on the field? Just to go -1? Link to comment Share on other sites More sharing options...
arkaeldarknnes Posted April 27, 2014 Report Share Posted April 27, 2014 Yeah, it's suppose to prevent Spells to be activated. I mean, why would someone activate a Spell card other than MST(chaining this to it's activation) when this is on the field? Just to go -1? The thing is that, as far as I know, a card activation is when it hits the field or when it turns face up (in case of traps and quickspell), but an effect activation is different. For example, if you have gate of the six and decide to use its effect. The same would applies to an equip spell. This card wouldn't negate their effects because it technically doesn't negate their effects. It just prevents NEW spell cards to be activated. I could be wrong. In that case I just would have learned something new. But I think I'm right... Take for example jinzo's effect. http://yugioh.wikia.com/wiki/Jinzo Link to comment Share on other sites More sharing options...
death00 Posted April 27, 2014 Report Share Posted April 27, 2014 but doesn't Jinzo's effect negate old traps, too? cause that's how it seems to work in the show.. Link to comment Share on other sites More sharing options...
Trebuchet MS Posted April 27, 2014 Report Share Posted April 27, 2014 Jinzo's lore explicitly has additional clauses that negate trap effects and prevent people from using already active Traps. Those clauses are missing in Spelldown, so only new Spells can't be activated, and already active ones are exempt. Link to comment Share on other sites More sharing options...
iC RiskQ Posted April 27, 2014 Author Report Share Posted April 27, 2014 The thing is that, as far as I know, a card activation is when it hits the field or when it turns face up (in case of traps and quickspell), but an effect activation is different. For example, if you have gate of the six and decide to use its effect. The same would applies to an equip spell. This card wouldn't negate their effects because it technically doesn't negate their effects. It just prevents NEW spell cards to be activated. I could be wrong. In that case I just would have learned something new. But I think I'm right... Take for example jinzo's effect. http://yugioh.wikia.com/wiki/Jinzo Jinzo's lore explicitly has additional clauses that negate trap effects and prevent people from using already active Traps. Those clauses are missing in Spelldown, so only new Spells can't be activated, and already active ones are exempt. Yes, new Spell cards cannot be activated. This doesn't necessarily negate already active Spell cards. I mean, the card's lore doesn't say "Negate", it's just stopping the activation of Spell cards. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.