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also quick-play spells (the lightning icon), if conditions are met can be played at any time during your turn FROM THE HAND, but if you set them, they behave like traps, so you have to wait till your opponent's turn till you can activate them at any time during both players' turns (which is why quickplays usually get set on M2 if at all)
also sometimes there are effects on the field that just dont let you activate spells, like the field spell ghost girl uses in her first duel in the vrains story (Secret Village of the Spellcasters) has the effect if only she controls spellcasters, you cant activate any spells.
Thanks for the info though. I didn't realise quick-play spells work from the hand too. I was quite sure that the card in question was eligible to be played (especially with it sitting there for so long with so many cards played/removed from play), but I could have been mistaken too.
Playing the game still confuses me a little with order-of-events as chained effects don't happen the way I expected (I'd only played with the physical cards before, so I'm sure we're making a ton of mistakes). Like how destroying a spell card with a trap doesn't negate the spell's effect unless it explicitly says so. That one still gets me.
I'll try and get screencaps next time it happens to me.
in case of silent doom, you specifically need a normal monster (the kinda yellow ones) in your graveyard, not entirely sure whether normal pendulums count too but without anything normal this case just wont activate.
also obviously you need an open main monster zone. if full, you also get nothing.
Normal Pendulums count, but they're significantly harder to get into the graveyard.
thx for the info on the first half