Barrel Behind the Door debate

Lokarin

New Member
Ok... a few friends and I have been having a debate on how and why Barrel Behind the Door acts the way it does... I finally have an explanation that fits ALL of the rules

A. Damage effect 1 causes 1000 (could be tremendous fire, this is an example)

B. Barrel Behind the Door is activated because legally the last thing to happen is Damage Effect 1 and that is a requirement

C. Healing Effect 1 (counter-trap) is activated healing 1000 by the activator of Damage Effect 1 (legal)

How would this resolve?

Here's my Final Answer

C. Healing Effect 1 resolves... player gains 1000 LP
B. Barrel Behind the Door resolves, and affects is Legal Target (Damage Effect 1 in this case)
A. Damage Effect 1 resolves and the damage is switched to the caster

Note, this should be Legal... ALSO the following explanations have been Derived from the rulings and the wording on the card

AA. BBtD cannot be chained to BBtD... this is because BBtD DOES NOT DEAL DAMAGE... It switches the TARGET of the effect of the Target of BBtD... BBtD DOES NOT DO DAMAGE... furthermore, when the damage effect resolves (target is switched) another BBtD CANNOT be activated because new cards cannot be added mid-resolution

BB. BBtD cannot be chained to effects that will not guarantee damage... This is where I got stuck... say, Dice Jar VS. BBtD... but I solved it... BBtD SPECIFICALLY SAYS... SWITCH damage you recieve to your OPPONENT... the possibility of SWITCHING damage your opponent recieves to yourself would be a violation of BBtD effect... and since you cannot Verify IF damage will be done to YOU (Keyword being YOU, not damage) the card cannot be activated (Dice Jar will always do damage to a player, damage IS guaranteed... however the target is not)

CC. Variable Damage cards... Ceasefire Vs. BBtD.... As long as damage is Guaranteed (at least 500 in this case) BBtD can be activated... BBtD SWITCHES the TARGET of the DAMAGE only... Therfor the VALUE of that damage is irrelevent

DD. 0 Damage potential... simple.... Exiled Force cannot be activated if it is the only monster on the field.... BBtD cannot be activated if it would Switch the target of 0 Damage.... since the game considered 0 Damage to be "Null Effect" (like in the case of Exiled force being the only monster

EE. Multitarget Switching... BBtD Vs. Tremendous Fire.... switch the damage you recieve to your opponent... This does work because "An effect that causes damage" Irrelevent of player select was activated... THIS IS THE SOLE requirement of BBtD... therfore the other player would recieve full damage for the card

FF. Player causes damage to themselves... there are probably no cards that do this, but... if your opponent WOULD do damage ONLY to themselves then BBtD cannot be activated since the effect of switching to your opponent can never be resolved (you cannot activate under the 0 Damage Potential clause)

And all that other stuff about continuous cards and trigger effects and what not

I found a way to resolve trigger effects: This is what we do... we each take a deck of normals cards and whenever a trigger effect is activated (say Cannon Soldier) we play a card "10 of Diamonds" or something to Represent the Cannon Soldier effect... this Card CAN be chained to by anything that can chain to the Cards effect.... by this reasoning, Continuous and Cost effects can not be chained to by certain cards because they are always active and thus never have a "10 of Diamonds" to respond to.... thats just how we do it... most players can just remember effects accordingly

by this reasoning

GG. BBtD cannot be chained to "Wave Motion Cannons" effect BECAUSE... WMC was played (X) turns ago... then it DID NOT DO DAMAGE so could not be chained... NOW it is activated by sending it to the graveyard due to its effect... Since a "10 of Diamonds" was not played, BBtD cannot chain to the damage


Let me know if my Barrel Behind the Door research is correct... cuz I would hate to have written all this just to find out I was wrong somewhere... but I'm mostly right as far as I can tell

PS: Ignore my "10 of Diamonds" thing, its just a PHYSICAL representation of an Imaginary effect
 
Well he/she did say that it was a counter trap so spell speed wise this is fine to chain to BBtD. Don't know if there is such a card (none springs to mind anyway) but from a hypothetical standpoint...
 
The whole thing is hypothetical, I can't think of any counter traps which increase lifepoints period, they're all used for negating the effects of other cards or negating the damage dealt by them.
 
The increase LP thing is irrelevent... I was just refering to a Counter-Trap that would have no effect on BBtD but could still be legally activated in that chain (Like Jar of Greed if it was a counter, since there are no pre-requisites)

But aside from that... is my information all right, a lot of it was Derived from the rulings... but some of it is original text referenced from rulings on other cards... I'm (and about 30 other players) trying to make a rulebook to compete with other rulebooks currently available... by making generalized rulings it might be possible to Quantify every single card in the game... I chose BBtD because it is one of the more ruling intensive cards for only being 2 lines of text... and stuff
 
can you chain bbtd to a payment?
example:
playerA activates wall of reaveling light and pays 7000
playerA chains bbtd to wall

would playerB lose 7000 lp?
 
icecold said:
can you chain bbtd to a payment?
example:
playerA activates wall of reaveling light and pays 7000
playerA chains bbtd to wall

would playerB lose 7000 lp?
Nope. From the UDE FAQ:
""Barrel Behind the Door" can only be activated against DAMAGE. It cannot be activated against costs like "Imperial Order" or "Wall of Revealing Light"."
 
C. Healing Effect 1 (counter-trap) is activated healing 1000 by the activator of Damage Effect 1 (legal)
Well...

Right of the hop, this would be illegal (if there actually was a Counter Trap like that).

As said earlier, it all depends what C is, but if it requires damage in order to be legally activated then cannot be activated as Chain Link 3 here. Barrel does not inflict damage, it re-directs it.

In order for C to be legally activated, you must directly chain it to A.
 
not to mention the whole counter traps are direct counters. so the most ovious it would have to be some sort of 7 tools of the bandit that heals you.

like say negate a trap card discard a card you gain 1000lp then you could easily do it, but for that it would require an actual counter trap that did that.

you can how over just sit back and take 1800 from Tremendous Fire. lol
 
well it doesnt becuase the damage has to be dealt when the card activates. since wave motion cannon activates and does nothing but sit there you cant barrel it since no damage is being delt.

and by the time it gets sent to the graveyard your not neceserally activating the card since the card got activated standby phases before it got sent.

but your right its 1500 for some reason i thought the damage you took was 800. off by 300 but still off. :D
 
As it's been said before,

To chain Barrel to a Spell/Trap it must be chained to Card Activation.

In the case of Monster Effects, Barrel can be chained to ANY activated effect, because it functions as "Card Activation" for monsters.

Dark Snake Syndrome is not even a factor here because it has a Continuous Effect, similar to the life gain of Snatch Steal, so you cannot chain to it's effect anyway.
 
Barrel behind the Door can be used against any effects that inflict damage to YOUR life points, not battle damage or costs to activate effects like Injection Fairy Lily, Solemn Judgment, Seven Tools of the Bandit, etc.

You cannot chain Barrel Behind the Door to effects such as Wave Motion Cannon, Dark Snake Syndrome, Minor Goblin Official, etc. these effects are continuous and cannot be chained to.
 
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