You Activated My Trap Card I Know You Are but What Am I
Part 3: Conditions, Activations, and Effects
Put on your thinking caps! I'm almost to explain the most important function of the new Problem-Solving Card Text.
As far equally rules go, the nigh important info on a card are its Timing, Targeting, and Atmospheric condition. These are also the things that crusade the most questions. For case:
- Timing – If nosotros make a chain, practice I practice things when I activate my carte du jour or when the card resolves?
- Targeting – Does this card target something? If it has more 1 target, what happens if i target goes away?
- Conditions – What if something changes betwixt the moment I play the menu and the moment it finishes upward and goes to the Graveyard?
The problem-solving card text fixes all of these problems, completely and forever. The trick was how to practise information technology but still have the cards read the same way if yous're not interested in these kinds of details.
Starting in July, any card that hits on any of these key areas will accept its text rewritten to respond all of your questions.
Here'due south how information technology works…
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Monster Text
I'one thousand going to explain this all using colors, since our brains sympathise things better with colors. During this article:
- Annihilation that explains CONDITIONS to activate a carte du jour, or limits WHEN or HOW OFTEN you can actuate a card, volition exist written in green and chosen 'green text'. Green text limits when yous can do things.
- Anything that happens WHEN You ACTIVATE a carte will be written in ruby-red and called 'red text'. This includes things similar costs and targeting.
- Anything that happens when you resolve a card will be written in blue and called 'blue text'. This is what happens when the card outcome actually happens.
Think that your bodily cards will still be printed in blackness! The colors are just training wheels to help us explain.
On your cards, instead of using colors, punctuation will let you tell what kind of text everything is.
Weather (green text) are now always followed past a colon (:).
Activation text (crimson) is separated from the card effects (blueish) past a semicolon (;).
The basic structure is Conditions : ACTIVATION ; RESOLUTION.
Permit's have the new Sangan as a uncomplicated example:
When this bill of fare is sent from the field to the Graveyard: Add together 1 monster with 1500 or less ATK from your Deck to your hand.
Everything in dark-green (earlier the colon) describes WHEN and under what conditions the effect happens. Everything in blue (after the colon) describes what happens when the result resolves.
If there's a semicolon, then everything later on the weather condition is divided between what happens when you activate the card (cherry text, before the semicolon) and what happens when the card resolves (blue text, afterwards the semicolon):
When this menu is destroyed past battle and sent to the Graveyard: You lot can target 2 Level 2 monsters in your Graveyard; Special Summon them, merely their furnishings are negated.
When you actuate a card or effect:
- Make sure the green part (earlier the colon) is existence followed.
- Practice the part in cherry (before the semicolon) if there is any.
- Later on that, other cards and effects can be chained in response. If there's a concatenation, you don't do your card'south effects (blue, afterward the colon / semicolon) until the chain resolves, in backwards social club, like this:
Let's accept an example of a three-bill of fare Chain.
Actor #1 Summons Trident Warrior and chooses to activate its outcome. This starts a chain:
When this card is Normal Summoned: You can Special Summon one Level iii monster from your mitt.
Actor #two chains Raigeki Pause, targeting Role player #i's monster:
Discard 1 card to target 1 card on the field; destroy it.
Only the card Thespian #2 targeted was a Gemini monster, and so Player #1 responds with Gemini Spark:
Tribute 1 face-upwardly Level 4 Gemini monster you lot command to target 1 carte du jour on the field; destroy it and depict 1 bill of fare.
Using the colons and semicolons, you tin can build the chain similar this:
- Role player #1's Trident Warrior: (it has no red text, but it still goes on the concatenation structure fifty-fifty though nothing happens nonetheless)
- Thespian #2's Raigeki Break: Discard 1 carte to target 1 card on the field; (at this point, Actor #2 discards i card, and targets Role player #1'southward monster)
- Histrion #1's Gemini Spark: Tribute ane face-upward Level iv Gemini monster you command to target 1 card on the field; (at this betoken, Thespian #1 Tributes his monster and targets i of Player #2'south cards)
- Thespian #ane'south Gemini Spark resolves: destroy it and describe 1 card. (Player #one does these things)
- Player #ii's Raigeki Suspension resolves: destroy it. (The monster isn't on the field anymore so nothing happens)
- Player #1's Trident Warrior resolves: Special Summon i Level 3 monster from your hand. (Player #ane does this)
Cherry-red goes on height, Blue on the bottom. In other words: everything before the semicolons happens first (all piled together in order), so everything after the semicolons (once more, all piled up in social club).
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Big TIP: If there'southward a colon or semicolon in the text, that always means an effect that starts a chain. If there is no colon or semicolon, the event does NOT start a chain and cannot be chained to.
Sangan starts a chain. Yous will know this because it uses a colon:
When this card is sent from the field to the Graveyard: Add 1 monster with 1500 or less ATK from your Deck to your paw.
Cyber Dragon does Not start a chain. You volition know this because it does not use a colon:
If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your paw).
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Spell and Trap Text
Spells and Traps always beginning a chain at some point, because activating the Spell/Trap starts a concatenation all by itself.
Some Spells & Traps won't accept a colon or a semicolon. But they even so start a chain when you actuate the Spell or Trap. (Summoning a monster doesn't beginning a chain, so that's why they're different).
Creature Swap, for example, has no colon or semicolon. In fact, its text is exactly the same as before considering everything on Creature Swap happens when the effect resolves:
Each player chooses ane monster they control and switches control of those monsters with each other. Those monsters cannot alter their boxing positions for the rest of this turn.
Many Trap Cards have Weather, so they will have a colon in the text. This doesn't make them play any differently from a Spell/Trap without a colon, though. The new Seven Tools of the Bandit looks similar this, for example:
When a Trap Menu is activated: Pay k Life Points; negate the activation and destroy it.
The colon is there to show that this card has specific conditions to activate information technology. The semicolon is at that place to separate what y'all do when you activate this card, vs. what you do when the card resolves.
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Now that we've covered the basics on how the cards are written, stay tuned for Chapter 4 to find out some more than benefits and details almost how to read your new cards!
This commodity was originally posted on the Yu-Gi-Oh! TCG Strategy Site, which you can discover here.
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Source: https://img.yugioh-card.com/uk/gameplay/detail.php?id=766
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