n00bie question I can't find the answer too - when can i activate SS2 cards?

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exiledforcefreak

RIP Jacob KT 2/16/06
SS2 of course reffering to spell speed 2 A.K.A. non-counter traps and quick-play magic cards

I've heard some people say that I cannot activate traps during my opponent's draw or standby phase unless it specifically says so on the card text. I have also heard that I cannot simply activate a trap card such as waboku unless I have something to chain to.

First off I would like to say that I know I can activate waboku or any other trap such as ring of destruction or jar of greed during my opponent's turn without having something to chain to. Also, don't go into the stuff about the damage step, I already know about that.

What I want to know is how much, if any, of this is true
 
if Quickplay Spell can be activated during the Draw Phase, why not Trap cards as well? Quickplay Spells and trap cards are spell speed 2 and can be activated at anytime of a turn. You can activate Waboku at anytime during a turn if set for turn.

just make sure you kno that you are the defender if your opponent is the turn player, so actiavte cards accordinglyas the turn proceeds like during the standby phase. this way we can avoid arguements like if your oppoent summons Jinzo b4 you had the chance to activate Waboku n stuff like that.
 
Type Error:  "so activate cards accordinglyas...."

Correction:

just make sure you kno that you are the defender if your opponent is the turn player, so actiavte cards accordingly as the turn proceeds like during the standby phase. this way we can avoid arguements like if your oppoent summons Jinzo b4 you had the chance to activate Waboku n stuff like that.
 
You can activate Quick-Play Spells and Trap Cards during the Draw and Standby Phases of your opponents turn. The key is that most of the time it will be a chain or response to your opponents actions during that phase, like "Drawing a card", you respond with "Drop-off".

In the Standby Phase, your opponent attempts to resolve "Mirage of Nightmare", you respond with "Mystical Space Typhoon" or "Dust Tornado".
 
masterwoo0 said:
You can activate Quick-Play Spells and Trap Cards during the Draw and Standby Phases of your opponents turn.  The key is that most of the time it will be a chain or response to your opponents actions during that phase, like "Drawing a card", you respond with "Drop-off".

In the Standby Phase, your opponent attempts to resolve "Mirage of Nightmare", you respond with "Mystical Space Typhoon" or "Dust Tornado".

exiledforcefreak said:
I'm asking about the trap cards that do not have activation requirements.

When I said chain or response, you must let your opponent cause an event (even if its just to pass priority), in whichever Phase he is in, in order to respond with a Quick-Play or Trap. 

Yes, you can activate "Waboku" in the Draw Phase, but guess what?  Your opponent had to Draw first, so that is just an example of a Response, not a Chain, or activation requirement.
 
oooohh ohhhh ohhhh, someone said 'event'!!!! :palmer:

Thought that quick play spell cards could only be played during your opponent's turn if they were set
the previous turn, just to make sure someone doesn't try and play one from the hand and then quote
someone from here as the source saying they could be played anytime.
 
A Quick-Play must be set one turn before activating on your opponents turn.  You cannot activate a Quick-Play from hand during your opponents turn.  Same principle as Traps.

The whole premise is that we are attempting to activate either a Trap or Quick-Play on our OPPONENTS turn during Draw or Standby. 
 
exiledforcefreak said:
I'm confused again

Exiled, with response to your original question, spell spell 2 cards may be activated either in response to your oppoent' cards or at the end of any particular phase after the said card has been set 1 turn. That is why it is possible for a player to activate waboku at the end of the standby phase if the player knows that their opponent has a Jinzo in his hand, etc..

Ofcourse, this doesnt apply to SS2 cards that are trigger effects/have activation requirements.
 
John Galt said:
exiledforcefreak said:
I'm confused again

Exiled, with response to your original question, spell spell 2 cards may be activated either in response to your oppoent' cards or at the end of any particular phase after the said card has been set 1 turn.  That is why it is possible for a player to activate waboku at the end of the standby phase if the player knows that their opponent has a Jinzo in his hand, etc..

Ofcourse, this doesnt apply to SS2 cards that are trigger effects/have activation requirements.


so if what you say is true I can't activate ring of destruction in the middle of my opponent's main phase one while my opponent is thinking.

masterwoo0 said:
A Quick-Play must be set one turn before activating on your opponents turn. You cannot activate a Quick-Play from hand during your opponents turn. Same principle as Traps.

The whole premise is that we are attempting to activate either a Trap or Quick-Play on our OPPONENTS turn during Draw or Standby.
 
John Galt said:
exiledforcefreak said:
I'm confused again

Exiled, with response to your original question, spell spell 2 cards may be activated either in response to your oppoent' cards or at the end of any particular phase after the said card has been set 1 turn.  That is why it is possible for a player to activate waboku at the end of the standby phase if the player knows that their opponent has a Jinzo in his hand, etc..

Ofcourse, this doesnt apply to SS2 cards that are trigger effects/have activation requirements.

If what you say is true then I can't activate ring of destruction during my opponent's main phase one while my opponent is thinking


masterwoo0 said:
A Quick-Play must be set one turn before activating on your opponents turn. You cannot activate a Quick-Play from hand during your opponents turn. Same principle as Traps.

The whole premise is that we are attempting to activate either a Trap or Quick-Play on our OPPONENTS turn during Draw or Standby.

No kidding :roll:
 
This discussion has become way too confusing for a very simple concept. Traps that do not have a trigger requirement (Waboku as opposed to Negate Attack) can be activated in any stage when you get the opportunity to play. If you are the turn player (the player who drew a card and will have a chance to attack later), you get the chance to do something before the other player. The phases (Draw, Standby, Main 1, Battle, Main 2, and End) cannot be left without the agreement of both players. Nothing has to happen. Card is drawn in the draw phase (it is the first thing that happens). Drop off has a specific trigger--the act of drawing--but after a card is drawn, the non-turn player can play any traps that have no trigger requirement at this point. Suppose the turn player does nothing in the standby phase, the non-turn player can still play ring of destruction at that point. My son runs a Skill Drain deck and he knows to activate the card in the draw phase or standby phase just in case the turn player topdecked Jinzo.
 
No one has mentioned the damage step yet so I'll chirp in with my first post, in my attempt to contribute.

It's easier to say when you can't activate Trap and Quick Play Spell Cards.  In the interest of completeness I'll repeat some of what has already been said.

1. You can't activate a Trap or Quick Play Spell Card on the turn that it is set.
2.  You can't activate a Quick Play Spell Card from your hand on your opponent's turn.
3.  You can't ever activate a Trap Card from your hand.
4.  You can't activate a Trap or Quick Play Spell Card during the Damage Step, unless it's a Counter Trap Card or unless the card SPECIFICALLY modifies the ATK or DEF.
5.  You can't do ANYTHING in the Draw Phase before the Turn Player draws a card.
6.  You can't activate a card while your opponent has Priority*.
7.  You can't activate a Trap or Quick Play Spell Card if it has activation requirements that haven't been met.  (Note: Counter Traps must be activated immediately after the card or event that they are trying to counter.)
8. You can't chain spell speed 2 card to a spell speed 3 card.

You CAN  activate a Trap or Quick Play Spell Card at any other time.

Let me know if I forgot something.

*  I don't want to start a discussion of Priority here. It should be taken to the very long tread at the top of this forum.  But I'll mention a few of the times that I think we will all agree the Turn Player has Priority.

The turn player has Priority at the beginning of any Phase of Game Play.
The turn player has Priority after their "regular once per turn Normal Summon".

If the other player has Priority you must wait until they pass Priority to you.  Once both players pass Priority in a row the game proceeds.

Note that it's easy to concoct a situation where very experienced duelists and judges will disagree on who has priority.  But hopefully that will be straightened out soon.

As a matter of practice I try to announce when I'm going to move to the next phase so that the other player has a chance to say "no wait, I want to activate something first".  Often, after doing this for a few turns the opponent will start to do the same.

Also, I suggest occasionally asking if a player is going to use their Priority even when you aren't planning to do anything.  If you only ask when you plan to active something that helps your opponent a lot.

Jay
 
yugi said:
No one has mentioned the damage step yet so I'll chirp in with my first post, in my attempt to contribute.

It's easier to say when you can't activate Trap and Quick Play Spell Cards.  In the interest of completeness I'll repeat some of what has already been said.


3.  You can't ever activate a Trap Card from your hand.


Let me know if I forgot something.


Jay

Care for a retraction?  That statement is going to be made obsolete soon...  Very soon.


DB1-EN169
Makyura the Destructor

Card Type Monster
Monster Type Warrior
Attribute DARK
Level 4
Attack 1600
Defense 1200
Effect

Card Text
During the turn this card is sent to the Graveyard, the owner of this card can activate Trap Card(s) from his/her hand.
 
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