Thursday, March 19, 2015

Spell Speeds and Chaining

So by now you should have basic understanding of what each card does. It important to note that if the text on a card contradicts a rule of the game, follow the card text. It's important to note that because we are about to bend the rules and talk about an area not really covered in the anime: Chains.

Before we talk about Chains, we need to do a quick over view on a little quirk of the cards called "Spell Speeds" (SS's) There are three SS's: SS 1, SS 2 and SS 3. These dictate how a Chain is constructed and therefore how it works.

Spell Speed 1

These have the slowest SS's of all and can only be the first card in a Chain. Any Spell Card that isn't a Quick-Plat Spell Card is SS 1, as is any Monster Effect (generally). In order to be considered SS 1, the effect has be something that only the turn player can use and can only activate during the Main Phase. "Pot of Greed" for example is SS 1 because only the player who activated it can use it and can only activate it during the Main Phase. Some Cards are still SS 1, even though they can not be activated during the Main Phase and affects both players. "Curse of Fiend" (http://yugioh.wikia.com/wiki/Curse_of_Fiend) is one example. It is a Normal Spell Card and that is largely what will dictate a SS. Monster Effects on the other hand are also SS 1. This is because only one player can activate it. The search effect of "Mystical Tomato" for example is a SS 1 because only the player who controlled "Mystic Tomato" can activate and use the effect. If two "Mystic Tomatoes" battle each other, their effects will activate simultaneously. SS 1's can only be Chain Link 1 (unless two SS 1 effects are activated simultaneously). Flip Effects are also SS 1.

Spell Speed 2

These are faster than SS 1, but not the fastest. Quick-Play Spell Cards, Trap Cards (except for Counter Trap Cards) and Monster Quick Effects (Like "Kuriboh") are SS 2. More or less, anything that isn't a Counter Trap card or already SS 1, is going to be SS 2. If you're not sure, Google will help you or check with your opponent.

Spell Speed 3

These are the fastest SS's. Counter Trap cards are the only SS 3 cards in the game.

Chains

Ok, so if you understood all that, congrats, because now it is about to get more confusing. You can not activate a SS 1 in response to an SS 1, even if the second SS 1 card is yours. This breaks one rule of Chains: you can only chain equal or greater SS's, except for SS 1's. This means that you can chain an SS 2 to an SS 1. SS 2's can be chained to each other, and SS 3's can be chained to SS 2's or SS 1's. You can not chain a SS 2 to an SS 3 because SS 3 has the highest SS. Only SS 3's can be chained to each other. Now, chains resolve in reverse. so we'll start with a start with a simple one:

Your opponent activates "Pot of Greed" and you chain "Mystical Refpanel" and your opponent chains "Dark Bribe". "Dark Bribe" will resolve first because it is the last card effect activated and therefore resolves first. So your opponent's "Mystical Refpanel" is destroyed and they draw 1 card. "Mystical Refpanel" would normally activate now, but its effect was negated and it was destroyed by "Dark Bribe" and therefore "Mystical Refpanel" does not resolve. Lastly, "Pot of Greed" activates and you draw two cards.

A bit more complicated now:

You have a set "Threatening Roar" Trap Card. Your opponent activates "Mystical Space Typhoon" and targets your set "Threatening Roar". You chain "Threatening Roar" to "Mystical Space Typhoon". Your opponent chains "Dust Tornado" and lastly you chain "Solemn Judgement". "Solemn Judgement" resolves first and negates and destroys your opponent's "Dust Tornado". As "Dust Tornado" is now destroyed, its effect does not resolve. "Threatening Roar" then resolves as it no longer being destroyed by "Dust Tornado" and lastly "Mystical Space Typhoon" has it's effect resolve meaninglessly.

Last one, and a bit more complicated again:

You attack your opponent's set "Man-Eater Bug" which then Flips and its effect activates (SS 1). You then activate 'Skill Drain" in chain. Your opponent then chains "Call of the Haunted" to summon "Jinzo", you then chain "Solemn Warning" to "Call of the Haunted" to which your opponent chains "Wiretap". "Wiretap" will resolve first, shuffling your "Solemn Warning" into your Deck. As "Solemn Warning" has left the field, its effect does not resolve so "Call of the Haunted" is not negated, though "Jinzo" is not summoned because he "misses the timing" (because summoning "Jinzo" is not the last thing to occur in the chain. "Missing the timing" is also something not explained in the anime) and so "Call of the Haunted" resolves meaninglessly. "Skill Drain" then activates which negates the effect of "Man-Eater Bug" which now can no longer activate and it is destroyed while your targeted Monster remains on the field.

If you understood all that, well done.

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