dust tornado question....

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i you play dust tornado on an opponents set S/T card then set one S/T from your hand (DT's effect) could you then activate that card you just set? Like today I was playing some really good duelist and he dust tornado'd my face-down CotH and then set another dust tornado and played against my other face-down S/T and I wasnt sure if you could activate that card since you cant play cards you just set if they were quick play spells or traps....
 
Indeed, cards that are set can't be activated until the next turn... Even if it was by another card's effect that allowed him to set that card in the first place. :p
 
daivahataka said:
Unless they're a quickplay spell card, as per Dust Tornado's text.

Actually, that part of the text was errata'ed out.  DT no longer has that effect.

The current text is:

Dust Tornado 
(Pharaoh's Servant, Starter Deck Kaiba Evolution)
Destroy 1 Spell or Trap Card on your opponent's side of the field. You can then Set 1 Spell or Trap Card from your hand. 
 
Dust Tornado no longer has the text that states you may only activate the card if it is a Quick-Play Spell Card.  It has been changed, starting with SKE, Dark Beginnings 1, to just say you may set one Spell or Trap.

You may not activate the spell or trap until the next turn AFTER it was set.
 
irnbrudrinker said:
masterwoo0 said:
You may not activate the spell or trap until the next turn AFTER it was set.

You can activate a non quickplay spell card the same turn it was set.

You cannot activate ANY type of Spell or Trap from the effect of Dust Tornado being destroyed.  That's why the text was changed.  It says you may SET a Spell or Trap. 

If its your turn, you are just playing a Game Mechanic that you can already do, so dont confuse it with the effect from Dust Tornado.
 
masterwoo0 said:
irnbrudrinker said:
masterwoo0 said:
You may not activate the spell or trap until the next turn AFTER it was set.

You can activate a non quickplay spell card the same turn it was set.

You cannot activate ANY type of Spell or Trap from the effect of Dust Tornado being destroyed. That's why the text was changed. It says you may SET a Spell or Trap.

If its your turn, you are just playing a Game Mechanic that you can already do, so dont confuse it with the effect from Dust Tornado.
I was just pointing out that you could activate a set non quickplay spell in the same turn if was set, in contrast to yourself saying that you would have to wait until next turn. I never said that you activated it by the effect of Dust Tornado. Maybe I should have worded my reply better.

Your second point about using Dust Tornados effect to set a card when you can do this anyway during your turn. I agree that it would add confusion by using a card effect when you don't need to but what about during you battle phase? A monster equiped with mage power would benifit from using the set a spell/trap effect of Dust Tornado.
 
okay okay, it seems that there is a bit of confusion.

Dust Tornado only lets you set the spell trap card.

as per game mechanics we know that 1. Spell Speed 1 spell cards cant be activated during the opponents turn. 2. A set Quickplay can only be activated the turn after it was set. 3. Trap cards are just like Quickplays, except that they dont have the privilage to activate during your turn, unless they were already set for 1 turn.

thats if its your opponents turn.

If its your turn. Then the option "You can" comes in handy, You dont have to do it.

so the answer to this is, that the opponent did an illegal activation, the trap that was just set needs to wait 1 turn in order to activate.
 
Actually, that wasn't what they were arguing about back there. It was about an incomplete and/or misleading ruling given that did not address the original question and really, there was no confusion over the actual ruling. It was a matter of wording.

Dang it, sometimes I wish I'd taken that mod position so this topic would be locked...
 
Basically if it is your turn, you CAN set a non-quickplay spell card and then activate it during your turn... to which I would say "why bother?" since you could simply set/activate it after the chain resolves anyway.

Other than that, anything else you decide to set has to wait until the next turn before you can activate it.

Topic locked before it gets way too crazy (ok?)

- A
 
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