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While building a Chain, the opponent of the player whose effect was just activated automatically has Priority to respond to that activation. The opponent of the turn player also automatically has Priority when the turn player attempts to proceed to the next Step or Phase.
While during the Draw, Standby and End Phase the turn player still has Priority, the opponent may often activate a card or effect without confirming that the turn player has not claimed their Priority. To avoid disputes, it is proper etiquette to ask the turn player if they would like to play a card during a respective phase before doing anything (since declining to play a card results in passing their Priority to the opponent)."
Thanks for the answer. I believe you were explaining about the rl game, but unfortunately I have never watch any rl games. Does that mean the turn player has to decline or unable to play another card before the opponent can activate their cards?
The turn player gets the chance to respond first to action that don't create a chain (like declaring an attack or summoning a monster or a phase change).
Then there are trigger effects (like Sangan and Mystic Tomato) that are their own rabbit hole.
I watched a youtube video on zootri deck and after using revolt, they said to make sure you activate nervall and kitt after sending them to the GY to make sure the opponent cannot negate shuraig effect. Are there any conditions where the last chain owner can chain again?
It's the trigger effects rabbit hole I've mentioned.
Shuraig, Nervall, and Kitt all are trigger effects. Those effect have an activation condition (the part of the effect before the colon) that mentions a specific in-game event (ex. "During the Standby Phase", "When your opponent declares an attack"), and are not fast effects (Spell Speed 1).
Regularly, only fast effects (Spell Speed 2 and 3) can be chained, and any Spell Speed 1 effect, if any, is always Chain Link 1, but this changes with trigger effects: all trigger effects try to activate in the activation window right after the last chain resolved.
For example, if I Normal Summon Salamangreat Falco while you have Sky Striker Ace - Shizuku on the field and Sky Striker Ace -Raye in the GY, you try to take control of Falco with your Sky Striker Mecha - Widow Anchor, to which I respond with the 1st effect of Salamangreat Rage trying ti destroy Shizuku. I pay the cost of Rage sending? Falco to the GY, this triggers Falco's effect to set a Salamangreat Spell/Trap to the GY, but because there has a chain that has not finished resolving yet, I cannot activate it yet. Neither of us decides to respond to Rage, so the chain starts resolving, Shizuku gets destroyed triggering Raye, but you cannot activate it because a chain is still resolving, Widow Anchor tries to resolve, but has missed the target. At this point the chain has resolved, two effects were triggered in the last chain, so they try to activate at the same exact time.
What happens in this situation? There's a rule called "Simultaneous Effects Go On Chain" (SEGOC).
The trigger effects are activated at the following order:
1) Turn player's mandatory trigger effects at any order.
2) Opponent's mandatory trigger effects at any order.
3) Turn player's optional trigger effects at any order.
4) Opponent's optional trigger effects at any order.
If you use Tri-Brigade Revolt to make Shuraig using some Tri-Brigade monsters as materials they all try to activate at the 3 or 4 slot (depending whose turn it is), so you can choose the order.
Thank you very much for the answer. How do I know which cards is considered spell effect 2 or 3? Also I'm guessing that spell speed 3 cannot be chained with spell speed 2 (cause it's not fast enough lmao), is that correct?
Spell Speed 1 effects can only be activated during your Main Phase (with the exception of trigger effects) and cannot be chained to anything (except for simultaneous trigger effects).
Spell Speed 1 effects are:
Monsters' Trigger, FLIP, and Ignition effects, Spells (except Quick-Play Spells), and Spells' ingition-like and trigger-like effect.
Spell Speed 2 effects can be activated at any moment the player has player priority, except in response of a Spell Speed 3 effect and during the Damage Step (another rabbit hole) unless they directly change the ATK/DEF of a monster(s) or negate the activation of a card earlier in the chain.
Spell Speed 2 effects are:
Monsters' Quick Effects, Quick-Play Spells, Normal and Continuous Trap Cards, and Traps' ignition-like and trigger-like effects.
Spell Speed 3 effects can be activated in any moment the player has player priority, even during the Damage Step.
Spell Speed 3 effects are:
Countertraps.
Then there are parts of the card text that do not have a Spell Speed because they don't activate, so they don't form a chain. These include:
Continuous effects, conditions, and maintenance costs.