Fusion Recovery

Madma

New Member
I activate Polymerization, sending Dark Magician and King of the Swamp to the Graveyard: I summon Dark Paladin. Later, I use De-Fusion and Dark Magician and King of the Swamp are summoned on the field, then they are sent to the graveyard again by an effect.

Can I use Fusion Recovery to bring back in my hand one of these monsters that were used for a fusion summon and the Polymerization used previosly, or are they no longer considered used for a fusion summon, since they were summoned and sent to the graveyard again, making this move illegal?
 
In otherwords, there is a difference between conditions/restrictions that are applied only in certain zones, and global game conditions.

It is quite feasible to think that conditions and effects vary in scope.
 
John Danker said:
<smiling> Indeed....just as the "condition" of a monster having been used in a fuision summon isn't negated once it's removed from play.
That's what I was seeing as well in a way. Although I'll admit I didn't think of Twin-Headed Behemoth until it was mentioned.

A condition usually from what I've seen that is created is or are normally effects that created a game fact on a card. Such as BLS's remove effect and Twin-Headed Behemoth's effect.

Since removing the card from play. However, if BLS is removed from play and then brought back into play after it used its effect then I would rule it could either use the effect again or attack. (However, lets not get this more complex than it needs to be.)

But back to my own Reasoning behind why Twin-Headed Behemoth wouldn't be reset after being removed from play.

Simple enough in my mind that the game state sees that Twin-Headed Behemoth's text reads that the effect can be used only once per duel. Once that has been met it will not have any chance during that current duel to activate again no matter what. So removing it from play will not lift any game fact that the card places on itself.

That's just my ruling that I would give if I had to give it. =/

To Novastar: Yes, conditions and effects should be looked at having a very wide margin of difference. A condition usually will be created by a card effect. These conditions can also in turn be looked at as possible game facts such as the whole Bottomless Trap Hole or Torrential Tribute being added to a chain block that was created in response to a summoning.

<whisles> And the wheels just keep on turning, turning, just keep on turning...<laughs>
 
Well, Twin-Headed Behemoth is different, but i can see where the comparison is being made. However, that is more of a global counter, that when set, cannot be reset until the game is over. It goes beyond the movement of cards through Zones, and looks at the game as a single unit of time or state.

For the most part, there seems to be a general idea in card games (esp. YGO) that once a card reaches the field of play it is in a sort of "present" state and now actually "exists". Once in the graveyard/ko'd pile/removed it is in a "past" tense state. It's like a movement of time, slowly moving from "yet to come" in the Deck/hand, to the "present" on the field, and then the "past" in the Graveyard (or removed).

Fusions are special monsters, along with the "Special Summon-only" monsters, in that they require a special method/payment/occurance to make them come to life. This event only needs to occur once, for the current "present" (brought to the field) time, and then they are considered to "exist" or have "existed" even if placed in the "past" (Grave).

After they "exist", as long as they remain in the field (present) or the Grave/removed (past), they can be referenced as such. If returned to the "yet to come" state (the Deck), their existance is reset.

I always like to visualize things in order to wrap my head around something, hopefully it gives some insight. I realize what i'm saying is very abstract, but it seems that rulings and mechanics in Yu-Gi-Oh! specifically are built/based on alot of that.
 
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