EOJ Rulings

squid

removed from play
Im surprised no one posted this yet, but I hope its useful to those of you attending this weekend:
http://lists.upperdeck.com/read/messages?id=9515
Hello Judges,

I want to thank all of you who are volunteering at an Enemy of Justice Sneak Preview this weekend. To help make your job easier here are the card rulings for EOJ, and the texts for the appropriate cards. The format is:

Card Name [Card Type]
Card Text

Card Rulings

These rulings will also be up on the official website later today.

To all of you who are not judging, I hope you attended, get your “Toon Dark Magician Girl”, and that everyone has a great time!

The Enemy is here, starting this weekend! Get your game on!

Dan Scheidegger
Jr. Game Designer
Yu-Gi-Oh! TCG R&D
Upper Deck Entertainment
www.yugiohpreview.com

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Destiny Hero – Doom Lord [Effect Monster]
Once per turn, if this card is in face-up Attack Position on your side of the field, you can remove from play 1 of your opponent's monsters. The player who used this effect cannot declare an attack this turn, and the removed monster will be returned to the opponent's side of the field in the same battle position during your second Standby Phase after activation.

This is an Ignition Effect.

You can select a face-up or face-down monster to remove from play.

Returning the monster to play cannot be chained to. The monster will return to play during your 2nd Standby Phase even if “Destiny Hero – Doom Lord” is no longer on the field.

You can activate “Destiny Hero – Doom Lord’s” effect even if your Battle Phase is going to be skipped because of a card effect like “Soul Exchange”.

If you declared an attack then you cannot activate “Destiny Hero – Doom Lord’s” effect this turn, even if your only attack was negated.

If all 5 of your opponent’s Monster Card Zones are full when the removed monster would return to play, it is destroyed.

Destiny Hero – Captain Tenacious [Effect Monster]
Once per turn, while this card is face-up on your side of the field, if a monster on your side of the field that includes "Destiny Hero" in its card name (except this card) is destroyed as a result of battle and sent to the Graveyard, you can Special Summon that 1 monster to your side of the field during your next Standby Phase.

This effect activates during your Standby Phase, so “Destiny Hero - Captain Tenacious” must be face-up on the field at that time to Special Summon the “Destiny Hero” monster. This effect does not activate when your “Destiny Hero” monster is destroyed.

“Divine Wrath” can be chained to “Destiny Hero – Captain Tenacious’s” effect when it activates during your Standby Phase.

Each “Destiny Hero – Captain Tenacious” can Special Summon 1 monster during your Standby Phase, so if you have 2 “Destiny Hero – Captain Tenacious” face-up on the field and 2 “Destiny Hero” monsters in your Graveyard that were destroyed as a result of battle since your last Standby Phase, you can activate and resolve their effects one at a time.

Destiny Hero – Diamond Dude [Effect Monster]
While this card is face-up on your side of the field, once per turn you can look at the top card of your Deck. If the card is a Normal Spell Card, send it to the Graveyard and you can activate the Normal Spell Card during the Main Phase of your next turn. If the card is not a Normal Spell Card, place it on the bottom of your Deck.

“Destiny Hero – Diamond Dude” doesn’t actually activate the Normal Spell card itself. Instead, he just activates its effect. So the Spell Card remains in the Graveyard.

Since you are only activating the Normal Spell Card’s effect, and not the Normal Spell Card itself, you do not pay costs and you do not have to meet any activation requirements. For example, you would not pay 1000 Life Points for “Confiscation”, or discard 1 card for “Monster Reincarnation”, or need a “Blue-Eyes White Dragon” on the field to activate the effect of “Burst Stream of Destruction”.

Since the Spell Card itself is not activated (only its effect is), your opponent cannot chain “Magic Jammer”, “Dark Deal”, “Barrel Behind the Door” or any other card that has to be chained to the activation of a Spell Card.

When you resolve “Destiny Hero – Diamond Dude’s” effect you (1) reveal the top card of your Deck, then (2A) send it to your Graveyard if it is a Normal Spell Card or (2B) return it to the top of your Deck if it’s not. Activating that Spell Card’s effect during your next turn is not activating “Destiny Hero – Diamond Dude’s” effect at that time. Even if “Destiny Hero – Diamond Dude” is not on the field during your next turn’s Main Phases, you can still activate the effect of that Normal Spell Card.

“Divine Wrath” can be chained to “Destiny Hero – Diamond Dude’s” Ignition Effect when it is activated. You cannot chain “Divine Wrath” to the activation of the Normal Spell Card’s effect during the next Main Phase (because “Destiny Hero – Diamond Dude’s” effect is not activating at that time.)

You can choose not to activate the Normal Spell Card during your next turn if you do not want to.

The Normal Spell Card’s effect activates in the Graveyard. So its effect will not be negated by “Spell Canceller”.

If the Normal Spell Card is no longer in your Graveyard during your next turn, you cannot activate its effect.

If the effect of the Normal Spell Card targets, you cannot activate the effect unless there is an eligible target on the field.

If “Swords of Revealing Light” is sent to the Graveyard by this effect you can activate it, but only its effect that flips monsters face-up will apply. It will not stop the opponent’s monsters from attacking because it is not on the field.

You cannot activate the effect of “Curse of Fiend”, because it can only be activated during the Standby Phase.

If you have activated the effect of “Destiny Hero – Diamond Dude” and he is flipped face-down, then face-up again in the same turn, you can activate his effect again.

Destiny Hero – Dreadmaster [Effect Monster]
If this card was Special Summoned by the effect of "Clock Tower Prison", destroy all monsters on your side of the field (except for "Destiny Hero" monsters), then you can Special Summon up to 2 “Destiny Hero” monsters from your Graveyard. During the turn this card is Special Summoned, “Destiny Hero” monsters on your side of the field cannot be destroyed, and all Battle Damage inflicted to the controller of this card becomes 0 during battle involving “Destiny Hero” monsters on your side of the field. The ATK and DEF of this card are equal to the combined original ATK of all “Destiny Hero” monsters on your side of the field (except this card).

“Destiny Hero – Dreadmaster’s” second sentence is applied if he is Special Summoned by any method, not just by the effect of “Clock Tower Prison”.

“Destiny Hero – Dreadmaster’s” first effect (to destroy your non-“Destiny Hero” monsters and Special Summon 2 “Destiny Hero” monsters) is a Trigger Effect and his other effects are Continuous Effects.

Destroying all your non-“Destiny Hero” monsters and Special Summoning 2 “Destiny Hero” monsters is resolved in the same chain link. Even if you have no monsters that will be destroyed you still get to Special Summon 2 “Destiny Hero” monsters.

If “Royal Oppression” is face-up on the field you can activate its effect to negate the Special Summon of “Destiny Hero – Dreadmaster” when he is Special Summoned by the effect of “Clock Tower Prison”. If your “Royal Oppression” is face-down when “Clock Tower Prison” is destroyed, you can chain its activation (flipping it face-up) to the effect of “Clock Tower Prison”. “Royal Oppression” will resolve first, and be face-up when “Destiny Hero – Dreadmaster” is Special Summoned, and then you can activate its the effect of “Royal Oppression” when “Destiny Hero – Dreadmaster” is Special Summoned in order to negate the Special Summon.

Cyber Tutu [Effect Monster]
If the ATK of each monster on your opponent's side of the field is higher than the ATK of this card, this card can attack your opponent's Life Points directly.

“Cyber Tutu’s” effect is a Continuous Effect; it cannot be chained to.

“Cyber Tutu” cannot attack directly if the opponent controls any face-down monsters.

If “Cyber Tutu” uses her effect to attack directly, you can activate “Rush Recklessly” during the DAMAGE STEP, and even if it raises her ATK higher than the ATK of an opponent’s monster a replay will not occur. But if you activate “Rush Recklessly” during the BATTLE STEP, a replay will occur.

Cyber Gymnast [Effect Monster]
Once per turn, by discarding 1 card from your hand, destroy 1 face-up Attack Position monster on your opponent's side of the field.

This effect targets 1 face-up Attack Position monster. If an effect is chained to change the target to anything other than face-up Attack Position, then the targeting conditions are no longer correct and it will not be destroyed.

Cyber Kirin [Effect Monster]
By Tributing this card, until the end of this turn, any effect damage inflicted to the controller of this card becomes 0.

“Cyber Kirin’s” effect is an Ignition Effect, so you can only activate it during your own Main Phases.

Cyber Phoenix [Effect Monster]
While this card is in face-up Attack Position on your side of the field, negate the effects of any Spell or Trap Card that targets 1 Machine-Type monster on your side of the field. When this face-up card on the field attacks or is attacked, and it is destroyed as a result of battle and sent to the Graveyard, you can draw 1 card from your Deck.

This card’s first effect is a Continuous Effect and its second effect is a Trigger Effect.

“Cyber Phoenix’s” Continuous Effect will not negate cards that have 2 targets, such as “Penguin Soldier” or “Mystic Box”.

Searchlightman [Effect Monster]
FLIP: Your opponent cannot Set (or flip face-down) any cards for the rest of this turn.

If “Searchlightman’s” Flip Effect is activated, and then later “Cyber Jar’s” Flip Effect is activated, all appropriate monsters picked-up by your opponent will have to be Special Summoned in face-up Attack Position.

Victory Viper XX03 [Effect Monster]
When this card destroys an opponent's monster as a result of battle, select and activate 1 of the following effects:
●Increase the ATK of this card by 400 points.
●Destroy 1 face-up Spell or Trap Card on the field.
●Special Summon 1 "Option Token" to your side of the field. It always has the same Type, Attribute, Level, ATK and DEF as this card.

If “Victory Viper XX03” leaves the field or is flipped face-down, all of its Option Tokens disappear. (Note that they are not “destroyed”.)

“Victory Viper XX03’s” effect activates during the Damage Step when the monster it destroys in battle is sent to the Graveyard.

Swift Birdman Joe [Effect Monster]
If you Tribute Summon this card by Tributing a WIND monster, return all Spell and Trap Cards on the field to the owners' hands.

This effect is a Trigger Effect that can be chained to.

Harpie’s Pet Baby Dragon [Effect Monster]
This card accumulates effects according to the number of monsters on your side of the field that include "Harpie" in their names (other than "Harpie's Pet Baby Dragon" and “Harpie’s Brother”). At least 1: While this card is face-up on the field, your opponent cannot select monsters on your side of the field as attack targets if they include "Harpie" in their card names (other than "Harpie's Pet Baby Dragon" and “Harpie’s Brother”). At least 2: Double the original ATK and DEF of this card. At least 3: Once per turn, you can destroy 1 card on your opponent's side of the field.

These effects accumulate, so if you have 3 “Harpie Lady” on the field all 3 effects are applied. Only face-up Harpies count, though.

If you activate the 3rd effect of “Harpie’s Pet Baby Dragon” and the opponent chains an effect to destroy 1 of your other “Harpie” monsters, leaving you with only 2, the effect still resolves properly because the conditions were correct when it was activated.

Majestic Mech – Senku [Effect Monster]
If this card attacks your opponent's Life Points directly, draw 1 card from your Deck. This card is sent to the Graveyard during the End Phase of the turn it was Normal Summoned, Flip Summoned or Special Summoned.

If a “Majestic Mech” is face-down during the End Phase, its effect cannot activate so it will not be destroyed. But it remembers when it was Summoned, even if flipped face-down. So if you Summon a “Majestic Mech - Senku”, flip it face-down, then flip it face-up again during the same turn, it will be destroyed by its effect.

The effect of “Majestic Mech – Senku” that destroys itself only activates during the End Phase of the turn it was Summoned. If it manages to remain on the field longer than that, it will not destroy itself during any following End Phase.

If “Skill Drain” is active during the End Phase, it will negate the effects of a “Majestic Mech” so the “Majestic Mech” will not destroy itself.

The effect of a “Majestic Mech” to destroy itself is a Trigger Effect that starts a chain.

“Majestic Mech – Senku’s” first effect is also a Trigger Effect that can be chained to.

Majestic Mech – Ohka [Effect Monster]
You can Normal Summon this card without Tributing a monster. If you Normal Summon it this way, it is sent to the Graveyard during the End Phase.
Majestic Mech – Goryu [Effect Monster]
You can Normal Summon this card by Tributing 1 monster. If you Normal Summon it this way, it is sent to the Graveyard during the End Phase. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points.

Flipping “Majestic Mech – Ohka” or “Majestic Mech – Goryu” face-down will not reset their memory of how they were Summoned. So if you Normal Summoned them with fewer Tributes by using their effect, they will still be destroyed by their effect during the End Phase even if they have been flipped face-down since being Summoned. (However, as long as they are face-down DURING the End Phase, their effect will not activate during that End Phase.)

The effect of “Majestic Mech – Ohka” and “Majestic Mech – Goryu” that destroys itself will activate during the End Phase of every turn (if they were Normal Summoned with fewer Tributes by using their effect).

If “Skill Drain” is active during the End Phase, it will negate the effects of a “Majestic Mech” so the “Majestic Mech” will not destroy itself.

The effect of a “Majestic Mech” to destroy itself is a Trigger Effect that can be chained to.

Royal Knight [Effect Monster]
When this card destroys a monster as a result of battle and sends it to the Graveyard, increase your Life Points by the DEF of the destroyed monster.

For its effect to activate, “Royal Knight” must be on the field when the monster it destroyed is sent to the Graveyard. Its effect will not activate if it battles a monster with equal ATK and they are both destroyed.

Herald of Green Light [Effect Monster]
Send this card and 1 other Fairy-Type monster from your hand to the Graveyard to activate this effect. Negate the activation of your opponent's Spell Card and destroy it. This effect can be activated during either player's turn.

“Herald of the Green Light’s” effect is a multi-Trigger effect so it can be activated during the Damage Step.

If “Banisher of the Radiance” or “Macro Cosmos” is face-up on the field, you cannot activate “Herald of the Green Light’s” effect because you cannot send it and another Fairy-Type monster to the Graveyard for the cost.

“Herald of the Green Light’s” effect will not be negated by the effect of “The End of Anubis” because it doesn’t activate in the Graveyard.

Herald of the Purple Light [Effect Monster]
Send this card and 1 other Fairy-Type monster from your hand to the Graveyard to activate this effect. Negate the activation of your opponent's Trap Card and destroy it. This effect can be activated during either player's turn.

“Herald of the Purple Light’s” effect is a multi-Trigger effect so it can be activated during the Damage Step. Since it has a Spell Speed of 2 it cannot be chained to the activation of a Counter Trap Card.

If “Banisher of the Radiance” or “Macro Cosmos” is face-up on the field you cannot activate “Herald of the Purple Light’s” effect because you cannot send it and another Fairy-Type monster to the Graveyard for the cost.

“Herald of the Purple Light’s” effect will not be negated by the effect of “The End of Anubis” because it doesn’t activate in the Graveyard.

Bountiful Artemis [Effect Monster]
While this card is face-up on the field, draw 1 card from your Deck each time a Counter Trap Card is activated.

The effect of “Bountiful Artemis” is a Continuous Effect, and cannot be chained to. You will draw 1 card immediately after a Counter Trap’s effects have resolved.

Your “Bountiful Artemis’s” effect will activate even if your opponent is the one who activated the Counter Trap.

If “Seven Tools of the Bandit” is used to negate the activation of another Trap Card, such as “Magic Jammer”, you will not draw a card for “Magic Jammer” since its activation was negated.

Layard the Liberator [Effect Monster]
While this card is face-up on the field, add 2 of your removed from play Fairy-Type monsters to your hand each time a Counter Trap Card is activated.

The effect of “Layard the Liberator” is a Continuous Effect, and cannot be chained to. You will add 2 of your Fairy-Type monsters to your hand immediately after a Counter Trap’s effects have resolved.

“Layard the Liberator’s” effect will not activate if you have only 1 Fairy-Type monster removed from play.

This effect targets 2 Fairy-Type monsters.

Voltanis the Adjudicator [Effect Monster]
After 1 of your Counter Trap Cards has been activated and has resolved, by Tributing all monsters on your side of the field, you can Special Summon this card. If this card is Special Summoned this way, you can destroy cards on your opponent's side of the field up to the number of Fairy-Type monsters you Tributed.

“Voltanis the Adjudicator” can be Special Summoned by its effect immediately after your Counter Trap’s effects have resolved.

Tributing all your monsters to Special Summon “Voltanis the Adjudicator” is a cost. If you do not have at least 1 monster to Tribute, you cannot activate this effect.

“Voltanis’s” effect does not target the cards you want to destroy

You cannot Special Summon “Voltanis the Adjudicator” if “Mask of Restrict” is active on the field.

Guard Dog [Effect Monster]
FLIP: Your opponent cannot Special Summon for the rest of this turn.

If your “Guard Dog’s” Flip Effect resolves, and then later “Cyber Jar” is flipped face-up, your opponent will not be able to Special Summon any of the monsters they pick up, and any monsters that would normally be Special Summoned will be destroyed instead.

Avalanching Aussa [Effect Monster]
Once per turn, by Tributing 1 EARTH monster on your side of the field (except this card), Special Summon 1 EARTH monster from your hand. The monster Special Summoned by this effect is destroyed if "Avalanching Aussa" is removed from your side of the field.
Raging Eria, Blazing Hiita, and Storming Wynn

This card’s effect is an Ignition Effect.

If this card is flipped face-down, any monsters Special Summoned by her effect will not be destroyed. If this card is destroyed while she is face-down, any monsters Special Summoned by her effect will not be destroyed.

If a monster Special Summoned by this card’s effect is flipped face-down, it will not be destroyed when this card is destroyed.

Elemental Hero Mariner [Fusion Effect Monster]
"Elemental Hero Bubbleman" + "Elemental Hero Avian"
This monster cannot be Special Summoned except by Fusion Summon. If you have any face-down cards in your Spell & Trap Card Zone, this card can attack your opponent's Life Points directly.

If you have a face-down Field Spell Card, but no face-down cards in your Spell & Trap Card Zones, you cannot attack directly with “Elemental Hero Mariner’s” effect.

If your opponent controls a monster equipped with “Ring of Magnetism”, then “Elemental Hero Mariner” cannot attack directly.

Elemental Hero Necroid Shaman [Fusion Effect Monster]
"Elemental Hero Wildheart" + "Elemental Hero Necroshade"
This monster cannot be Special Summoned except by Fusion Summon. When this card is Special Summoned, destroy 1 monster on your opponent's side of the field. Then select 1 monster from your opponent's Graveyard and Special Summon it to your opponent's side of the field.

The controller of “Elemental Hero Necroid Shaman” chooses which monster to Special Summon and what battle position to Special Summon it in.

If you did not destroy a monster with “Elemental Hero Necroid Shaman’s” effect then you do not Special Summon a monster from your opponent’s Graveyard.

Misfortune [Normal Spell Card]
Select 1 face-up monster on your opponent's side of the field to activate this card. Inflict damage to your opponent's Life Points equal to half the original ATK of the selected monster. Your monsters cannot attack this turn.

You can select your opponent’s “Horus the Black Flame Dragon LV6” for “Misfortune’s” effect and the opponent will still take damage. This is because “Misfortune” has no effect on the monster you select.

R – Righteous Justice [Normal Spell Card]
Destroy Spell or Trap Cards on the field equal to the number of face-up cards on your side of the field that include "Elemental Hero" in their card names.

Count the number of “Elemental Heroes” on your side of the field when the effect of “R – Righteous Justice” resolves.

“R – Righteous Justice” does not target.

If there are fewer Spell and Trap Cards to destroy on the field than the number of “Elemental Heroes” you control, then the effect of “R – Righteous Justice” disappears. You cannot choose to destroy “R – Righteous Justice” with its own effect.

HERO Flash!! [Normal Spell Card]
Remove from play these cards in your Graveyard to activate this card: "H - Heated Heart", "E - Emergency Call", "R - Righteous Justice" and "O - Oversoul". Special Summon 1 Normal Monster from your Deck that includes "Elemental Hero" in its card name. This turn, Normal Monsters on your side of the field that include "Elemental Hero" in their card names can attack your opponent's Life Points directly.

“HERO Flash!!” only affects “Elemental Hero” Normal Monsters that are on the field when it resolves.

Even if you are unable to Special Summon an “Elemental Hero” Normal Monster from your Deck, your “Elemental Hero” Normal Monsters can still attack directly.

Power Capsule [Normal Spell Card]
Select 1 face-up "Victory Viper XX03" on your side of the field to activate this card. Select 1 effect of "Victory Viper XX03", and apply the effect as this card's effect.

You select 1 “Victory Viper XX03” at activation of “Power Capsule”, but you select which of its effects to apply at resolution of “Power Capsule”.

Celestial Transformation [Quick-Play Spell Card]
Special Summon 1 Fairy-Type monster from your hand. Halve the ATK of that monster and destroy it during the End Phase.

If the monster Special Summoned with “Celestial Transformation” is flipped face-down, then it is not destroyed during the End Phase.

You can activate “Torrential Tribute” after a monster is Special Summoned with the effect of “Celestial Transformation”.

Guard Penalty [Quick-Play Spell Card]
Select 1 monster on the field. If the selected monster is changed to Defense Position this turn, draw 1 card from your Deck.

You can only draw 1 card from “Guard Penalty’s” effect. You draw 1 card the first time the selected monster is changed to Defense Position. Drawing the 1 card cannot be chained to.

You draw 1 card even if the selected monster is changed from face-up Attack Position to face-down Defense Position.

Grand Convergence [Quick-Play Spell Card]
You can only activate this card while "Macro Cosmos" is on your side of the field. Inflict 300 points of damage to your opponent's Life Points and destroy all monsters on the field.

Inflicting 300 damage and destroying all monsters on the field are both resolved at the same time.

If the 300 damage would be reduced to 0 by the effect of “Des Wombat” or “Pikeru’s Circle of Enchantment”, “Grand Convergence” can still be activated and all monsters on the field will still be destroyed.

If an effect that destroys “Macro Cosmos” or removes it from the field is chained to “Grand Convergence”, the effects of “Grand Convergence” will still resolve because the activation conditions were correct when it was activated.

Dimensional Fissure [Continuous Spell Card]
Any monster sent to the Graveyard is removed from play instead.

While “Dimensional Fissure” is active, a monster that is destroyed while face-down will still be removed from play face-up.

Since Monster Cards are removed from play instead of going to the Graveyard, you cannot not send “Horus the Black Flame Dragon LV6” to the Graveyard to activate its effect to level up.

Clock Tower Prison [Field Spell Card]
Put 1 Clock Counter on this card during each of your opponent's Standby Phases. While there are 4 or more Clock Counters on this card, the controller of this card does not receive any Battle Damage. When this card with 4 or more Clock Counters is destroyed and sent to the Graveyard, Special Summon 1 "Destiny Hero - Dreadmaster" from your hand or Deck.

Putting a Clock Counter on “Clock Tower Prison” can be chained to. The effect to Special Summon “Destiny Hero – Dreadmaster” can also be chained to. The effect that stops Battle Damage is a Continuous Effect that cannot be chained to.

If “Clock Tower Prison” with 4 or more Clock Counters is destroyed because a new Field Spell Card is activated, “Clock Tower Prison’s” effect will activate.

If “Spell Canceller” is Summoned or “Imperial Order” is activated, all the Clock Counters will be removed from “Clock Tower Prison”.

Destruction of Destiny [Normal Trap Card]
Send 3 cards from the top of your Deck to the Graveyard, and take 1000 points of damage for each Spell or Trap Card you sent to the Graveyard by this effect.

Sending 3 cards from the top of your Deck to the Graveyard is part of the effect of “Destruction of Destiny”. It is not a cost.

You cannot activate “Destruction of Destiny” if you have less than 3 cards in your Deck.

All the damage is dealt in a single sum. So if you send 3 Spell or Trap Cards you take 3000 damage, not 1000 damage three times.

Icarus Attack [Normal Trap Card]
By Tributing 1 Winged Beast-Type monster on your side of the field, destroy 2 cards on the field.

“Icarus Attack” targets 2 cards. Even if 1 of the target cards is a Spell or Trap and it is activated in a chain, both cards will still be destroyed.

You cannot choose “Icarus Attack” itself for 1 of its 2 targets.

Elemental Absorber [Continuous Trap Card]
Remove from play 1 Monster Card in your hand. While this card is on the field, your opponent's monsters that have the same Attribute as the monster removed by this effect cannot declare an attack.

Removing from play 1 Monster Card in your hand is not a cost. It is part of the effect of “Elemental Absorber”.

You only remove from play 1 Monster Card from your hand and when “Elemental Absorber” resolves. You can’t remove additional cards later. You can’t remove from play more than 1 card when “Elemental Absorber” resolves.

Macro Cosmos [Continuous Trap Card]
You can Special Summon 1 "Helios - The Primordial Sun" from your hand or Deck. While this card is on the field, any card sent to the Graveyard is removed from play instead.

You can activate “Macro Cosmos” even if you don’t have “Helios – The Primordial Sun” in your hand or Deck.

You can only Special Summon “Helios – The Primordial Sun” when “Macro Cosmos” first resolves. It is not an effect that you can activate at any time or more than once.

If “Mystical Space Typhoon” is chained to “Macro Cosmos’s” activation to destroy it, then you will not Special Summon “Helios – The Primordial Sun”. Because “Macro Cosmos” is a Continuous Trap Card, it needs to remain on the field to resolve.

While “Macro Cosmos” is active on the field, monsters that are unaffected by the effects of Trap Cards (like “Elemental Hero Wildheart”) are still removed from play instead of going to the Graveyard.

Forced Back [Counter Trap Card]
Negate the Normal Summon or Flip Summon of a monster and return the monster to its owner's hand.

You cannot activate this card when a monster is Set.

If a monster with a Flip Effect is Flip Summoned and you activate “Forced Back”, then the Flip Effect never activates.

If you negate the Normal or Flip Summon of “Dark Magician of Chaos” with “Forced Back”, it is returned to the hand and is not removed from play.
 
Holy BLEEPING BLEEP Konami. Destiny Hero - Diamond Dude is broken. He is going to give certain cards more playability than they should. With that said expect to see Diamond Dude Decks out of the wood works. I guess I can use it now for my Water Dragon. Not pleased, but at the same not displeased.

[Edit]
Needless to say, some rulings come as a shock, some do not. I sort of had a feeling R - Righteous Justice was going to work that way. So just like Blockman, you go past a certain number and you are screwed. While you can control your Graveyard with how many Elemental Heroes are in it, it seems like too much work. I rather just focus on Cyclone Boomerang instead. At least I could make that work better. Elemental Absorber, wow, just fantastic Konami. You took away any reason to even bother running it. You can only do 1 and 1 Attribute negate? If that was the case why change Doriado? This card is worthless now. Macro Cosmos, when it concerns Primedial Sun Helios. I am just shocked. That too can only be Special Summoned when it first resolves and that is it? Wow......
 
If "Royal Oppression" is face-up on the field you can activate its effect to negate the Special Summon of "Destiny Hero Dreadmaster" when he is Special Summoned by the effect of "Clock Tower Prison". If your "Royal Oppression" is face-down when "Clock Tower Prison" is destroyed, you can chain its activation (flipping it face-up) to the effect of "Clock Tower Prison". "Royal Oppression" will resolve first, and be face-up when "Destiny Hero Dreadmaster" is Special Summoned, and then you can activate its the effect of "Royal Oppression" when "Destiny Hero Dreadmaster" is Special Summoned in order to negate the Special Summon.
Ok, so does anybody else see anything wrong with this?

Am I crazy, or does this say you CAN use the effect of "Royal Oppression" in the same chain that you initially activate it in?

We all know, in this situation, you'd have to negate the effect of "Clock Tower Prison" when it's activated.

????
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I can't say Macrocosmos surprises me. Even the fanlations that I saw earlier didn't word it as "once per turn" or "During your Main Phase". That in itself implied to me that Helios would only be fetched when the trap card first went active.

Diamond Guy? When we first got the April 1 ban, I was thinking about Disappear as a counter to so many things. This is just one more reason why I think Ill keep one in my side deck.

I think I would have been unhappy if effects like R-Rightous Justice had the "up to" terminology. There is something appealing about the intricacies of maintaining specific numbers. (Course, I kind of like Penalty Game! too)

Tiso, as someone who advocates Water Dragon, you should be able to appreciate the delicate balance of it all. ;)

I havent finished reading everything and thinking about it (Im at work) but there isnt anything so far that is problematic for me.


edit:
Idk, skey. I didn't catch that. RO is something I have never been completely comfortable with. It seems that it is treating the Special Summon of the monster as a separate thing to negate, from the effect of Prison Clock Tower.

I mean, you can activate a face up RO repeatedly, for each Special Summon effect in the same chain, so maybe that's where they are coming from.

*sigh* just one more thing about RO to confuse me.
 
The thing is, if I do use Diamond Guy with Water Dragon, it have to be its own Deck focused on just that combo alone. I would have to use cards like: Big Eye, Pigeonholing Book of Spell, Convulsion of Nature, Recycle, A Feather of the Phoenix, and so on. Not to mention at least 2-3 Bonding - H2O. I can already see the kiddies again clapping for joy over Water Dragon like they were doing when it first came out and then that died down. I dunno, I like it, but I would have to make an entire Deck focused on it. I CAN accept R - Righteous Justice because "up to" would have been pushing it. For me, I would just focus on Cyclone Boomerang instead now. At least that is certain to destroy all without no complex and hard way to do it. I could easily see myself using Tribute the Doom, Thunder Giant, Special Hurricane, etc to dispose of Wildheart.
 
Thank you, squid, for providing us with this. I don't know if this set will have quite the impact that previous sets have, but I can see a few groundbreaking cards that seem quite splashable, especially now after seeing the rulings.
 
Tiso said:
Holy BLEEPING BLEEP Konami. Destiny Hero - Diamond Dude is broken. He is going to give certain cards more playability than they should. With that said expect to see Diamond Dude Decks out of the wood works.
You're right! That card is just plain SICK!! A free Confiscation or Burst Stream of Destruction??

How bout Level Up! ??? lol :djmorph

I know it probably won't work, but it would be interesting to argue this one down a bit....
 
Get your 3 Diamond Dudes now and use them while you can. October 1st will be here before you know it.

Dust off those Des Croaking, Dark Magic Attack, Tribute to the Doomed, Mega Ton Magical Cannon, Monster Reincarnation cards; the list goes on and on...
 
Throw in Bust Stream of Destruction and Ojama Delta Hurricane!! too with Diamond Dude.

Victory Viper XX03 [Effect Monster]
When this card destroys an opponent's monster as a result of battle, select and activate 1 of the following effects:
●Increase the ATK of this card by 400 points.
●Destroy 1 face-up Spell or Trap Card on the field.
●Special Summon 1 "Option Token" to your side of the field. It always has the same Type, Attribute, Level, ATK and DEF as this card.


Ah, This helps. This means, Option Tokens will ALWAYS have 1200ATK/1000DEF no matter what. Not to mention the tokens go bye bye when Victory Viper leaves the field or flipped face-down. Bummer. Not as broken as I thought.
 
masterwoo0 said:
How bout Level Up! ??? lol

I know it probably won't work, but it would be interesting to argue this one down a bit....

it won't work, you don't have any base monster to look at (same as the 'Serial Spell'/'Level Up!' situation).

drzero7 said:
Throw in Bust Stream of Destruction and Ojama Delta Hurricane!! too with Diamond Dude.

Victory Viper XX03 [Effect Monster]
When this card destroys an opponent's monster as a result of battle, select and activate 1 of the following effects:
●Increase the ATK of this card by 400 points.
●Destroy 1 face-up Spell or Trap Card on the field.
●Special Summon 1 "Option Token" to your side of the field. It always has the same Type, Attribute, Level, ATK and DEF as this card.


Ah, This helps. This means, Option Tokens will ALWAYS have 1200ATK/1000DEF no matter what. Not to mention the tokens go bye bye when Victory Viper leaves the field or flipped face-down. Bummer. Not as broken as I thought.

'Option Tokens' work like 'Gradius' Option': it'll always mimic 'Victory Viper XX03''s stats, if its stats are changed, so will 'Option Token''s.
 
I never used Gradius option so I don't know but I kinda noticed that. Since it says "always"

So if I throw out Rush Recklessly on Viper, all of my option tokes will be 1900ATK for that turn, if it's Limiter, it'll all be 2400ATK (Then they'll be all gone)

I guess the best is United We Stand. Equip to that and it'll start as 2000ATK, then get an option token and bam, both the token and Viper will be 2800ATK. So it'll go from 2000ATK, to 2800ATK x 2, 3600ATK x 3, 4200ATK x 4, 5000ATK x 5 (LOL at the last one)

I just don't like the ruling about when Viper leaves, the token leaves.
 
skey23 said:
Ok, so does anybody else see anything wrong with this?

Am I crazy, or does this say you CAN use the effect of "Royal Oppression" in the same chain that you initially activate it in?

We all know, in this situation, you'd have to negate the effect of "Clock Tower Prison" when it's activated.

????
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Are you saying, "The ruling is wrong because you can only activate Royal Oppression when a card is activated!"?

"¢ When "Jam Breeding Machine" activates its effect to Special Summon a "Slime Token" in the Standby Phase, and the effect of "Royal Oppression" can be activated at that time to negate the Special Summon and destroy "Jam Breeding Machine".

Or are you saying, "The ruling implies that you can flip face-up and activate it in the same chain!"? Since, if you think about it, there are two chains: Clock Tower Prison summoning Dreadmaster, and Dreadmaster basically ending the duel.

Chain 1
Player A destroys Player B's Clock Tower Prison (MST, Dust Tornado, &c.)
(Resolve)

Chain 2
Player B's Clock Tower Prison activates.
Player A activates Royal Oppression
(Resolve)
Royal Oppression is face-up.
Dreadmaster is summoned. That is all that Clock Tower Prison does, so we move on.

Chain 3
Dreadmaster's effect activates.
Since Royal Oppression is now face-up, it can be activated.

Anyone else notice...

When you resolve "Destiny Hero "“ Diamond Dude's" effect you (1) reveal the top card of your Deck, then (2A) send it to your Graveyard if it is a Normal Spell Card or (2B) return it to the top of your Deck if it's not. Activating that Spell Card's effect during your next turn is not activating "Destiny Hero "“ Diamond Dude's" effect at that time. Even if "Destiny Hero "“ Diamond Dude" is not on the field during your next turn's Main Phases, you can still activate the effect of that Normal Spell Card.
 
In a CC level deck, probably D-Hero Diamond Dude will be good for running Confiscation, multiple Brain Control and even a free Lightning Vortex. (And pray to get lucky)

But cards like Des Croaking, Burst Stream of Destruction, Mega Ton Cannon, etc. needs it's own deck theme.
 
Entropy said:
Are you saying, "The ruling is wrong because you can only activate Royal Oppression when a card is activated!"?
Nope, that's not what I'm saying.
Entropy said:
Or are you saying, "The ruling implies that you can flip face-up and activate it in the same chain!"?
This is exactly what I'm saying.
Entropy said:
Since, if you think about it, there are two chains: Clock Tower Prison summoning Dreadmaster, and Dreadmaster basically ending the duel.
This is not how this works. I'll post the portion I have an issue with once more, and the text for "Clock Tower Prison", then work through it.
EOJ Rulings said:
If your "Royal Oppression" is face-down when "Clock Tower Prison" is destroyed, you can chain its activation (flipping it face-up) to the effect of "Clock Tower Prison". "Royal Oppression" will resolve first, and be face-up when "Destiny Hero Dreadmaster" is Special Summoned, and then you can activate its the effect of "Royal Oppression" when "Destiny Hero Dreadmaster" is Special Summoned in order to negate the Special Summon.
EOJ Rulings said:
Put 1 Clock Counter on this card during each of your opponent's Standby Phases. While there are 4 or more Clock Counters on this card, the controller of this card does not receive any Battle Damage. When this card with 4 or more Clock Counters is destroyed and sent to the Graveyard, Special Summon 1 "Destiny Hero - Dreadmaster" from your hand or Deck.
So now, let's work this out....

"Clock Tower Prison" is destroyed and sent to the Graveyard.
It's effect activates and begins a chain.
I chain my face-down "Royal Oppression" (flipping it face-up).
No other cards are added.
"Royal Oppression" resolves, but CANNOT be used during this chain (per the rules of Continuous Trap Cards).
"Clock Tower Prison" resolves and "Dreadmaster" is Special Summoned to the field.
I CANNOT use "Royal Oppression" to negate this summon because of 3 reasons.
A. I am still resolving the effect of "Clock Tower Prison".
B. I cannot use the effect of a Continuous Trap Card in the same chain I initially activate that Trap (flip it face-up).
C. In order for "Royal Oppression" to be able to negate this Special Summon, it's effect MUST have been chained to the activation of "Clock Tower Prison"s effect when it activated in the Graveyard.

That is what I have an issue with.
 
as I see it, the ruling is saying that you can use 'Royal Oppression' to negate the summon itself (generated by 'Clock Tower Prison''s effect), which shouldn't be correct.
 
EOJ Rulings said:
If "Royal Oppression" is face-up on the field you can activate its effect to negate the Special Summon of "Destiny Hero Dreadmaster" when he is Special Summoned by the effect of "Clock Tower Prison".
This part of that ruling, I have absolutely no issue with because this is 100% correct.
Royall Oppression Ruling said:
In the first case, you chain the activation of "Royal Oppression"'s effect to the activation of the Spell, Trap, or Monster Card's effect, and negate the effect.
Which is exactly what the 1st part of the "Clock Tower Prison" ruling is saying.
 
the ruling under 'Royal Oppression' says that you can negate the EFFECT that is GOING TO Special Summon a monster (BEFORE the monster is actually Special Summoned), whereas the ruling on 'Clock Tower Prison' is saying that you wait until the monster is summoned to negate the summon (how can you negate a summon that was already sucessful?).
 
If "Royal Oppression" is face-up on the field you can activate its effect to negate the Special Summon of "Destiny Hero "“ Dreadmaster" when he is Special Summoned by the effect of "Clock Tower Prison". If your "Royal Oppression" is face-down when "Clock Tower Prison" is destroyed, you can chain its activation (flipping it face-up) to the effect of "Clock Tower Prison". "Royal Oppression" will resolve first, and be face-up when "Destiny Hero "“ Dreadmaster" is Special Summoned, and then you can activate its the effect of "Royal Oppression" when "Destiny Hero "“ Dreadmaster" is Special Summoned in order to negate the Special Summon.

Just another pathetically poorly worded ruling. This doesn't mean you can negate the special summon of Dreadmaster itself. The ruling is stating that you can use Royal Oppression to negate the effect of Dreadmaster that summons 2 Destiny Heroes from the Grave.
 
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