Priority with Spells

Dillie-O

Council of Heroes
Okay, please don't flame me up here 8^D I've been studying/reading this for a while and want to make sure I'm putting things in proper order here.

As a judge, I've tried to be a messenger of it during tournaments because people are still talking about it. I emphasize that its the turn player that gets the priority, not the cards, meaning that you as a turn player, have the right to start the chain by activating the effect of TIV,etc once its summoned and have your opponent chain off of that.

Now, I believe this extends to other stuff too. Such as Main Phase Spell/Trap activation. Let's say you opponent wants to activate their set Fuh-Rin-Ka-Zan once you hit your main phase. Let's assume that the opponent meets all the requiprements and he has a good reason to activate it during MP1. Now as turn player, you still have the right to start things off by playing your Spell Speed 1 card, say Tribute to the Doomed or something like that and then your opponent chains to that.

Am I correct in this? It may seem like a moot point, but it might also help players understand about the priority lying within the turn player and not the monsters themselves.

Thanks again for any feedback you can provide.
 
Ah, priority again. This is the most debated topic in YGO. I wish Kevin would post his Priority Article already. As far as I know, you are correct in all grounds. Priority is awarded to the Turn Player. The Turn Player has the priority to start a Chain first.

In your situation above, the turn player can tribute his monster, which is required for "Fuh-Rin-Ka-Zan", and your opponent just missed his timing of activating his "Fuh-Rin-Ka-Zan". But he can always activate that card before the turn player ends his/her Standby Phase.
 
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