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Yu-Gi-Oh! Rulings Questions


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can a dark simorgh be removed as a wind monster for the special summon of a different dark simorgh?

 

it's effect states that it is only WIND on the field

 

When you summon "Cloudian-Acid Cloud" or whatever' date=' does it get a counter for itself?

[/quote']

 

yes

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My friend was arguing about Emergency Provisions and Geartown.

 

so I'll get justice through intelligence' date=' Geartown can or can not be activated by Emergency Provisions (I said Can't since send =/= destroyed, but he only believes when there is proof from people other than me)

[/quote']

 

Your interpretation is correct. Geartown must be "destroyed"; the word is as critical as "discard" is to Dark World.

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I thought so, time to rub it in his face (albeit I'm the one who has the Face-up Geartown, but he alsways uses Emergency Provisions to regain our LP(tag duels) and to get out his own AG cards)

 

1 more question, if you were to tribute the gadgets for Gadjitron Dragon, instead of Geartowning it, which Gadgets would be the best to tribute?

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I'm saying if you run Gadjitron, and no Geartown, my friend wants to build a tag deck, using AG's too, but often has gadjitron in hand, but no Trade-In to use with it, so he ends up Tributing Gadgets, since I temporalily use an Ancient Gear Overload Fusion deck, until my cards come in the mail...

 

so I was wondering if you HAVE to tribute summon Gadjitron using the gadgets, which ones are the best to use?

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Is Command Knight worth keeping in a Warrior Deck?

Also...

Are there any specific cards in the Warrior's Strike deck that is a necessity in a Warrior deck? Besides things like Marauding Captain or RotA.

 

You have to be more specific than "Warrior Deck", unless you mean the piles of fail that are based on just the Warrior-type, in which case you could add whatever you want.

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Also, ruling help with Mirror Wall.

 

Let's say I use Mirror Wall, and you attack with Blue Eyes, leaving him at 1500 ATK, then, during your next turn, your opponent decides not to pay for Mirror Wall, is Blue Eyes' ATK still 1500?

In other words. If Mirror Wall's effect hits a monster, but Mirror Wall is destroyed after, is said monster still weakened, regardless of where Mirror Wall is?


Also, by warrior deck, I mean Six Samurai. Like, Six Samurai with a few general warrior supports.

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Also' date=' by warrior deck, I mean Six Samurai. Like, Six Samurai with a few general warrior supports.

[/quote']

 

Nothing key to Six Sams, barring RotA.

 

Marauding Captain and Command Knight are wastes of time and space. Six Samurai needs a fairly careful build to work.

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Also' date=' ruling help with Mirror Wall.

 

Let's say I use Mirror Wall, and you attack with Blue Eyes, leaving him at 1500 ATK, then, during your next turn, your opponent decides not to pay for Mirror Wall, is Blue Eyes' ATK still 1500?

In other words. If Mirror Wall's effect hits a monster, but Mirror Wall is destroyed after, is said monster still weakened, regardless of where Mirror Wall is?

[/quote']

 

Once Mirror Wall leaves the field, its effect upon the ATK of a monster disappears as well.

Blue-Eyes would be back at 3000.

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Ok, thanks.

Let's say, though, my opponent Sakuretsu Armors...Zanji, and, assuming I somehow have all Six Samurai on the field, which one should I destroy first, considering effects and all. In other words, since I tend to word horribly, which of the Samurai are the most important...or best, that I should keep on the field, in the case I have to lose one of two Samurai?


Thanks for the Mirror Wall answer, I needed to know that one quite a bit.

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Ok' date=' thanks.

Let's say, though, my opponent Sakuretsu Armors...Zanji, and, assuming I somehow have all Six Samurai on the field, which one should I destroy first, considering effects and all. In other words, since I tend to word horribly, which of the Samurai are the most important...or best, that I should keep on the field, in the case I have to lose one of two Samurai?

[/quote']

 

You'd instantly lose for having 9 monsters out?

 

On a more serious note, running Niashi (or whichever one that attacked directly was called) is a horrible idea. Kill That first. Next, Kamon - as you should only have him in the side deck. After that, I'd assume Hand.

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The one that attacks directly is....Yariza

I'm assuming the best is Zanji' date=' followed by either Irou or Yaichi, yes?[hr']

Also, by six samurai, I meant THE Six Samurai. Not their Grandmaster or those other two, please.

 

Grandmaster, Hand and Zanjii, are the best. Other than that, I just tend to use some Irou/Yaichi/that double attacker since he can swing for 4k with Solidarity.

 

But eh, I haven't played Sams in too long =/

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You haven't played them in too long' date=' but you can't say they're a weak Archetype. I mean, you got some kind of Lightning Vortex negater face down, and five six samurai in play, and that's it, man. You win. I mean, you put 5 of the Six, and that's it.

[/quote']

 

It would be better to have Hand, Zanji, Grandmaster and Shien with MBaaS and Solemn/Bribe or something on your backrow.

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If I have a face-up Light and Darkness Dragon on the field with enough ATK/DEF to negate cards or card effects, and I activate Geartown and let it be negated by LaDD, will I get to summon an Ancient Gear monster?

 

Note:

I do know that LaDD doesn't destroy anything with this effect, but when a second field spell is activated, the first one is also considered to be destroyed, so you never know.

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with the 2nd part of your statement' date=' Geartown misses the Timing if you activate another Geartown over it, but doesn't if your opponent activates a field over it...would someone please explain how that works?(and yes I know that you set Geartown over Geartown)

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When your opponent activates a field spell card in their empty field spell card zone successfully, your field spell card is not destroyed until your opponent's field spell card is successfully activated. The new field spell resolving and the destruction of your Geartown happen at the same time, so the timing is ok.

 

When you play a field spell on top of your field spell that's currently in play, in order for you to activate it, your field spell card must be destroyed first so you can play the new field spell card in the Field Spell Card Zone. In this case, Your Geartown is destroyed first THEN the new field spell is activated (and later resolves if successfully played), in which case, Geartown misses the timing.

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