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Yu-Gi-Oh! Rulings Questions


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Well, generic Synchros, from what I've gathered, are the Synchro monsters with easy conditions and good effect, enabling any Extra deck that has a slim possibility of Synchroing to use them. They aren't tuner, type, or attribute specific. Such examples, but not a full list:

 

Ally Of Justice- Catastor

Ancient Fairy Dragon (not necessarily, but I'd add it anyway)

Stardust Dragon

Goyo Guardian

Red Dragon Archfiend

Black Rose Dragon

Brionac, Dragon of the Ice Boundary

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when tempest magician's effect that lets you put spell counters on a monster on your side of the field' date=' does it have to be a monster that has a spell counter effect (ex. breaker) or can it be any monster>

[/quote']

 

My guess would be no. Even though Tempest Magician doesn't say "that can have a spell counter on them", I would believe it would not allow it (nor would i see a reason to add them onto others). I would say there's 3 categories when Spell Counters are concerned:

 

1) Cards that can use spell counters.

2) Cards that can use spell counters but have a maximum limit.

3) Cards that cannot use spell counters.

 

As for category 3, Cards that don't have an effect that involves spell counters or holding spell counters would generally mean it can hold a max of 0 spell counters on it.

 

If it matters, after trying it on the video games (TF4), it will not allow Spell Counters on non-spell counter using cards, but the games follow OCG rulings. As for a TCG ruling, unfortunately i don't have one :(

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When e-hero prisma is returned to the deck using Test Tiger' date=' is it's name still treated as a gladiator beast until the end of the turn? I say no, but some stupid judge at my locals say yes. Is the judge a moron or is that the actual ruling?

[/quote']

 

I'm pretty sure your judge is wrong, a card returned to the deck generaly doesn't keep an effect still active after the effect that sends that card to the deck end, unless it's that card's effect and mentions something about what happens to it while in the deck.


when tempest magician's effect that lets you put spell counters on a monster on your side of the field' date=' does it have to be a monster that has a spell counter effect (ex. breaker) or can it be any monster>

[/quote']

 

My guess would be no. Even though Tempest Magician doesn't say "that can have a spell counter on them", I would believe it would not allow it (nor would i see a reason to add them onto others). I would say there's 3 categories when Spell Counters are concerned:

 

1) Cards that can use spell counters.

2) Cards that can use spell counters but have a maximum limit.

3) Cards that cannot use spell counters.

 

As for category 3, Cards that don't have an effect that involves spell counters or holding spell counters would generally mean it can hold a max of 0 spell counters on it.

 

If it matters, after trying it on the video games (TF4), it will not allow Spell Counters on non-spell counter using cards, but the games follow OCG rulings. As for a TCG ruling, unfortunately i don't have one :(

 

local ruling is no, however it is a bit of a moot point since tempest has no limit, and so then she can hold any and all counters made by her 1st effect.

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I've got a question regarding Ojama Knight's effect:

 

"1 "Ojama" monster + 1 "Ojama" monster

Select up to 2 of your opponent's Monster Card Zones. The selected zones cannot be used."

 

Ojama Knight's effect doesn't say that the card must remain face-up on the field for its effect to keep up. so, if I keep summoning Ojama Knights using Instant Fusion and such, would it create a complete monster zone lockdown on the opponent?

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How does Fusion Guard work with Synchros in the Extra Deck now?

 

My guess? You'd have to separate your Fusions and Synchros, then randomly select one of the Fusions and sent it to the Graveyard. If you do not have any Fusion monsters in your Extra Deck, you cannot activate Fusion Guard.

 

I wonder if you could try doing something like... picking 1 card randomly from your Extra Deck, if its not a Fusion, show your opponent, then select another card randomly until you actually pick up a Fusion and send it to the Graveyard instead of separating the two....

 

This can be my only guesses, but a good question though if anyone wants to add anything ><

 

Edit: Had to re-read fusion guard, since the effect says "AND".

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Skill Drain does not affect Stardust Dragon /Assault Mode.

So yes.

 

Skill drain does affect Stardust Dragon/Assault Mode and Skill drain's effect resolves first. So Stardust can't activate his effect.

 

Skill Drain only negates effects while they on the field, it does not prevent ignition effect activations meaning you can still activate cards and pay their costs. Stardust Dragon (among many other cards that self tribute as a cost to activate their effects) would have their effects activate while in the Graveyard, out of Skill Drain's reach.

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Skill Drain does not affect Stardust Dragon /Assault Mode.

So yes.

 

Skill drain does affect Stardust Dragon/Assault Mode and Skill drain's effect resolves first. So Stardust can't activate his effect.

 

Skill Drain only negates effects while they on the field' date=' it does not prevent ignition effect activations meaning you can still activate cards and pay their costs. Stardust Dragon (among many other cards that self tribute as a cost to activate their effects) would have their effects activate while in the Graveyard, out of Skill Drain's reach.

[/quote']

 

Well, looks like I should forfeit my lvl. 1 judging certification... Forgot about that.

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