Chthonian Blast

Digital Jedi

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Chthonian Blast
You can only activate this card when a face-up monster on your side of the field is destroyed and sent to the Graveyard. Destroy 1 face-up monster with the lowest ATK on the field, and both players take damage equal to half of its ATK.

This card can be activated during the Damage Step if a monster is destroyed as a result of battle. However, it cannot be activated if a monster is destroyed by an effect during the Damage Step.

The registry says this Trap Card is not a Counter Trap. It clearly doesn't modify ATK or DEF. And I don't see anything to indicate that it's an "exception" Trap Card like Nutrient Z, where the timing requires it to be activated in the Damage Step. So why exactly can it be activated in the Damage Step when Michizure cannot?

There is no picture in the registry. So I'm going by the "Is Counter" thingy. I know I say this alot, but...am I missing something?
 
Bah, even Null & Void can be activated in damage step, and it isn't a counter trap...

I'm not so astonished if they decide to allow the use of this card during the damage step. But I simply want to know why...
 
pssvr said:
That's exactly right. And DJ: I can't even imagine...
-pssvr

Woah. You mean to tell me I cannot use my Michizure if I my opponent destroys a monster of mines as a result of battle? The only time I could use it if my monster was destroyed, for example by Lighting Vortex?
 
Well I am shocked and surprised. I have to remove that card from my Deck now. I liked Chthonian Blast up until the part where it only targets the lowest ATK monster on the field, meaning it could be your opponent's monster or yours. That really steams me.
 
Madma said:
Bah, even Null & Void can be activated in damage step, and it isn't a counter trap...

I'm not so astonished if they decide to allow the use of this card during the damage step. But I simply want to know why...
Well, in Null and Void's case I can see where the text could have been more difinitive. It looks like they wanted to give the card a broader range of use since so many effects of drawing trigger from the infliction of Battle Damage. Again I see it as a timing issue, albiet that excuse is somewhat looser then the one I can make for Nutrient Z.

I'm having a harder time appplying that logic to Chthonian Blast however, simply because of the limitations they placed upon Michizure for since the beginning.
Tiso said:
Wait. I cannot use Michizure when my opponent destroys my monster and sends it to the Graveyard and all of this happens in the Damage Step or something?
Correct. And that's why Michizure sees so little play. And now that we have a ruling for Chthonian Blast, a very similar card and effect, to be activated during the Damage Step, I can only imagine the headaches this is going to cause players when we try to explain it to them.

This is a true ...
bkss.gif
 
On another unrelated site there is a smiley hitting his head agaist the wall repeatitively.....that would be a good one for this forum...and paticularly Chthonian Blast Vs. Michizure.

As I always say, "Yugioh is a game where there is always exceptions to the rule"....chaulk up another one.
 
If Null and Void can't activate in the Damage Step then why is the first ruling of Null and Void state you can chain it to the activation of the effect of Airknight's drawing effect? Airknight's draw effect activates in the Damage Step after it does Battle Damage, which would be Sub-Step 5.

This reminds me too much like that thread I made about Fairy Box.

So if Null and Void can activate in the Damage Step like Chthonian Blast. Why can't Michizure? Nutrient Z really isn't an exception since it has the card text to back itself up.

I'm getting a little sick of this kind of stuff. Is The Creator of the game getting too sloppy in making consistant card rulings? You have very old cards getting ruled differently and then look at newer cards and see them ruled differently to.

Whatever happened to sticking with this??

"You can only activate Spell Speed 2 or higher and cards that specifically state can activate in the Damage Step."

I mean, I've used that as a rule of thumb when dealing with the Damage Step. It's produced rather accurate rulings and consistant ones too.

I just hate card rulings like these cards have. They make no sense and throw a lot of the basic principles that I've learned out the window. -_-

<bashes head against the wall>
 
As Gary "Wheat" Haynes worded said, "The majority of cards can be ruled from game mechanics, however, there will always be 100 or so cards in the game of Yugioh that break the rules."

I'm afraid that's the nature of the game and we won't ever see the day when all cards fit conviently within the game mechanics. That's one of the unique things about being a judge in this game. Obviously it makes it a stinker to rule....but some things we're forced to accept.
 
We have to accept it anyway. I might not like these rulings like I hate Fairy Box's ruling, but the most we can do is bring it out in the open and let as many people know about it as possible.

The nature of the game should be having consistant card rulings that follow game mechanics. It would make explaining card text, card rulings, and game mechanics to players a lot easier.
 
<smirk> Typical college student....always trying to right the world as THEY think it should be, never willing to accept what is. (Thinking I just heard a Yoda voice in there somewhere)
 
Correcting a card game is a lot different from correcting an entire world. A card game can be changed instantly where as an entire world could take hundreds of years to change to fit one consistant image or appearance.

I just feel that it's one of the responsiblities as a judge - to me anyway - that issues like these should be brought up to either shed light on the subject or possibly correct the inconsistancy.

It really isn't how "I" think it should be, but rather how the game mechanics over the years have developed, and have shaped the game to what it is right now.
 
The issues are well known, the fix is the difficult thing.
It WOULD help if they would cease to make new cards that just continued to complicate the situation, THAT is at least easily doable.
 
I don't think John was suggesting you were trying to force your views upon the game. Rather he was stating there is a trend you see in players around college age that they have a strong desire to fix inconsistencies and have everything neat and orderly. That is a theme you find very prevelant in College Student ideas of the world around them. It is easy in a classroom setting to point out where the problems of the world seem to be and how they can be fixed. Unfortunately it is much more difficult to affect those changes in the real world. The truth is this game is patchwork, much like life. You have things which came before now that sometimes seem bizarre in the current age. Things that just are that are not going to be changed. And things that may be corrected if they are pointed out to the right people in the right way.

Between the cards that behave the way they do "just because", the cards that have obvious ruling errors but can't get attention from Konami to repair, the game mechanics that still haven't been clearly defined, and the fact that many now over analyze wording on cards and start creating more confusion, it is a wonder anything is clear and defined in this game.

If Null and Void can be activated in the Damage Step because that was what the designer intended then who are we to cry foul? Granted it would have been nice just to add "This card can be activated during the Damage Step." To the card and avoid this, but Konami sees rulings as an extension of cards, for whatever reason the concept that the card should be able to be clear enough to be used without rulings is absolutely not what they are shooting for.

I know most of us can easily pick the game apart on inconsistencies and rulings that serve no effective purpose in enhancing the game. Many rulings seem to condemn certain cards to the "Why would you ever play that?" category. And what holds true for certain game mechanics absolutely does not always carry over into other very similar aspects of the game.

The longer you deal with these rulings the more you see that there are some areas where ranting is futile, they just are what they are.
Twiget said:
The nature of the game should be having consistant card rulings that follow game mechanics. It would make explaining card text, card rulings, and game mechanics to players a lot easier.

Since we well know that the Nature of this game is neither consistency, nor by any standard easy to explain. You can easily see where such a universal statement that things should be this way is like stating that true equality for all people on the Earth would abolish wars and hunger.

Twiget said:
Correcting a card game is a lot different from correcting an entire world. A card game can be changed instantly where as an entire world could take hundreds of years to change to fit one consistant image or appearance.

And where would we start to correct the entire game? What particular rulings if modified would make it all easy to explain? What level of change would make everything consistent? How many would agree that the changes you propose would make the game they would prefer instead of going in a different direction? Most of the game is in an as is state. A complete overhaul is not only unlikely, there are so many rulings that could conflict with one another that "simple" just isn't a possibility.
 
The process of correcting the game isn't that difficult. However, like John said, "the fix is the difficult thing" is true. I only have a three step process to correcting this game. It isn't what you call easy, but it does solve the problems we have today in the game.

1) Revamp all card text.
2) Revamp all card rulings.
3) Actually plan future sets with consistant card text and rulings.

That process won't ever be bulletproof because of translation errors that will pile up over time and cause a gradual inconsistancies in the game. Then the process starts all over again unless it's moderated.

Not like Konami is going to listen to a college student anyway, but I like to look at the good side of it. The bulk of the game is easy enough to work with for me to stick with it.

The inconsistancies to me make it a challenge at times. I don't really think if anyone didn't challenge themselves that they wouldn't get any better at something.

So in a positive way, the errors can actually be a good thing.
 
Tkwiget said:
1) Revamp all card text.
2) Revamp all card rulings.
3) Actually plan future sets with consistant card text and rulings.

Lets take a look at those "simple" fixes.

1. Revamp all card text.

As you stated the translation alone is nasty. Add in the number of copies already in circulation and the arguments that come from errata.

2. Revamp all card rulings.

We're not just talking about revamping card rulings. We're also talking about revamping the minds of everyone currently playing the game.

3. Actually plan future sets with consistant card text and rulings.

Of the three, this is by far the easiest and most sensable. The game has evolved and progressed much farther than anyone anticipated it would. It's extremely difficult to go back....but it shows a complete lack of responsability and vision to not plan for the future when it looks bright.
 
Well, my little fantasy story about invading UDE/Konami wasn't all fantasy, as I believe one day most of us here will one day own the rights to Yu-Gi-Oh! and be sitting around a virtual disscusion table trying to decide if these three steps are now feasible. Yes, I'm being serious. You just wait and see.
 
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