Ruling Changes

Ruling Changes/Spelled-Out Rulings

Ahh, the ruling changes. These are really gonna change the way this game is played. Mainly the new "flip" count rulings. There are other rulings coming down from UDE, so I'll update as he does.


Alright, first off, the most influential ruling change, that you can now make 1 manual change and any number of effect changes. An ideal example of this ruling change will involve Tsukuyomi and Black Luster Soldier - Envoy of the Beginning. Player A has a face-down monster on the field and a face-up Sacred Phoenix of Nephthys. Player B has a face-up Black Luster Soldier - Envoy of the Beginning in attack mode, summoned in a previous turn. Player B may remove Player A's face-down monster. Then summon Tsukuyomi, flipping Black Luster face-down. He may then (NEW PART) flip the Black Luster Soldier BACK up and attack twice, or remove Player A's Phoenix.
Next up, the new Desert Sunlight rulings. Desert Sunlight now adds to the brokenness of Book of Moon. Check out this (now legal) chain: Player A has a face-down Morphing Jar, 2 face-down Desert Sunlights, and a face-down Book of Moon, all from a previous turn. Player B attempts to use Nobleman of Crossout on Player A's Morphing Jar. Player A can chain Desert Sunlight, chain Book of Moon, targeting the face-down Morphing Jar (new part), and then chain a 2nd Desert Sunlight. So Morphing Jar flips into face-up Defense, goes back face-down, then flips face-up again, activating twice. Both effects stack on the chain after the current chain resolves. So that's 10 cards off of both player's decks due to Morphing Jar.

Next up, the "spelt-out" condition, "missing the timing": This applies to cards like Pinch Hopper, Peten the Dark Clown, Archfiend of Gilfer, and Dark Magician of Chaos. If the last event to occur isn't the monster hitting the grave/getting summoned, the effect is missed. Missing the timing also applies to Heart of the Underdog if there are multiple copies, forcing the last drawn card to be a Normal monster in order to activate.

Next up: The Creator Incarnate, Kaibaman, Hand of Nephthys. The change for these bad boys is that you cannot activate them while face-down. This means that your opponent will always have a chance to respond. The old ruling that you could tribute a face-down The Creator Incarnate is now erroneous.

Next up, Phoenix Wing Wind Blast, ahh, the "death mark". It is now official that you cannot target a face-up non-Continuous, non-Equip Spell or Trap card, exception to Swords of Revealing

Light, etc. These cards are considered to have the "death mark", even before the chain resolves.If they chain a face-down non-continuous Quick-Play Spell or Trap card, it is not returned to the deck, and Phoenix Wing Wind Blast's effect Disappears.

Next, Level Limit - Area B: This card will no longer turn a face-up Spell Canceller to defense before Spell Canceller negates the L Lab.

Now, for something more clarified: Primal Seed/Thousand Knives. If you have equipped Relinquished with the opponent's Dark Magician/Black Luster Soldier - Envoy of the Beginning, you may activate Thousand Knives/Primal Seed, respectively.

Next, Royal Oppression. This card has been gaining respect among duelists for recent rulings that it can be activated during the damage step. This is not true. Royal Oppression works like any other Continuous Trap Card, and as such cannot be activated in the Damage Step, either it's effect or flipping, except for Mirror Wall, etc.

Next, Nightmare Wheel fun: If the opponent shuffles their face-down defense position monsters with Wandering Mummy or Shifting Shadows, and you have targetted one of them with Nightmare Wheel, they must honestly announce which monster is being affected by Nightmare Wheel.

Next, Berserk Gorilla. Not a big change, just an official ruling. Even if Berserk Gorilla cannot attack due to Gravity Bind, etc. then it's controller must still enter the Battle Phase. This is important for cards like Helpoemer.

Alright, next, Mind Control. This is more of a clarification than anything. The monster's inability to attack nor be tributed will Disappear at the End Phase of the turn in which Mind Control is activated, even if the monster is flipped face-down, as this a lingering effect of Mind Control, not the monster's effect.

Next, D. D. Warrior Lady: This card's abuse has been lowered ever so slightly due to the change in chain orders for her and other optional effects. Say she attacks an opponent's Wall of Illusion. D. D. Warrior Lady used to be the first chain link, because the turn player controlled it. Now, mandatory effects that the opponent controls supercede these. So Wall of Illusion is now Chain Link 1 and D. D. Warrior Lady is now Chain Link 2. So D. D. Warrior Lady cannot remove Wall of Illusion one-sidedly.

PHEW

Next up, Last Turn, the spelled-out version: This is more of a clarification of how Last Turn works. The misconception that Last Turn pushes the current turn ahead to the Battle Phase is not true. Last Turn creates a special Battle Phase after resolution, and a battle takes place there. Then the turn proceeds as normal, including a normal Battle Phase. This was published in a lengthy article last December and in the ARRJ.

Now, for Mirror Wall: The only change I see in these rulings is that even if a monster attacks twice, like Mataza the Zapper, Mirror Wall will only halve its ATK value once.

Stumbling: this card is ALWAYS the first chain link once a monster is summoned, because it is mandatory. Optional Trigger effects and chained Spell/Traps are put on the chain afterwards.

This article will be getting updated as new rulings come down the tube.

-chaosruler
 
Well a couple of things:

1) Missing the timing: This isn't "new" per say, just it's finally spelled out "officially". But this is how things have been played for awhile now.

2) "Primal Seed" / "Thousand Knives". Again, see 1. Both spells simply said the Appropriate card had to be on the field. It didn't say on whose side of the field, just if it were face up, that's all that mattered.

3) "Last Turn". This mechanic was already detailed out in a lengthy article last December. It's just been "officially" spelled out.

If you were looking for writing an article about the changes, it's better to stick with the actual "new" ones rather than the "spelled out, but we've been playing it this way for awhile now" ones.
 
first off, what other rulings are coming?

second, to be completely honest, this is just a clarification of an ambiguity present in the game from the start. It never said how many effect changes you could or could not do, so.....
 
I think it's a really good start. I have aspirations (as you know) to get this article all fluffed out and immaculate for what will hopefully be a top-level headline article for netrep.net.

Initially, I would like to see a couple things format and style wise. I'll leave the technical discussion points up to you and the gang ... densetsu_x is a fantastic resource to help ensure you've nailed everything (as you know) :D

- Try to avoid so many "Next Up", "Next", "Now", etc. as the leadoff statements in a paragraph. Judicious use of headings and bullets can really make an impact here, and allow you to use weaker, even fractured, sentences to get the points across.

<example>
SOLIDIFICATION OF EXISTING MECHANICS

One of the main goals in this effort was to solidify some game mechanics that we have been aware of for some time, including the often misinterpreted concept of "missing the timing". Specifically, the following cards have been addressed with new and improved rulings (click on a card name to view the current rulings for that card):
In the case of the aforementioned monster card effects, the last "event" to occur must be the monster being summoned and/or sent to the Graveyard .....
</example>

- You might want to flesh out your examples a bit, and in the case of the Battle Position change section, I would choose 2 of the major metagame changing implications as examples as well as one flip effect example. You've got Black Luster Soldier - Envoy of the Beginning/Tsukuyomi and Desert Sunlight/Morphing Jar already. I think it's noteworthy to add the Thousand-Eyes Restrict/Book of Moon in there as well.

- Ideally, the audience for this article will be a LOT of people, not just the 'pros' here that will critique it. If you want to discuss Last Turn AGAIN in depth, even though it was done recently, that recent article isn't on the netrep.net main page. If you would rather provide a surface discussion and link to the existing article, that works as well. However, if you're going in depth, don't plagerize the existing work. Make sure it's a fresh look and set of opinions.

- Spell out chains using the new de-facto UDE Judge List semi-standard (arrows). Consistency with what they are doing is important.

<example>
ACTIVATE CHAIN
Nobleman of Crossout --> Desert Sunlight --> Book of Moon

RESOLVE CHAIN
Book of Moon: [explain events]
Desert Sunlight: [explain events]
Nobleman of Crossout: [explain events]
</example>

- When getting into the MAJOR single card ruling changes / clarifications (such as Last Turn), give them their own section and place them in order of importance. For example, Last Turn is currently a lot more discussion worthy than say, Mind Control.

- Keep the new and improved MINOR single card rulings in a section of their own, probably at the end. This will end up being a very long article, and while you can add value to the new rulings by explaining them and/or providing examples, the reader may lose interest too quickly on you, since you're innundating them with things they may already have learned from the Card Registry.

- "Clarified" and "Solidified" are much stronger and eloquent ways of expressing "spelled out".

- The ARRJ is seemingly non-existant at the moment ... I wouldn't mention it at all. As mentioned before, feel free to link to anything an anonymous user could actually get to from netrep.net, though. (Yes, that means if you can actually FIND an ARRJ on netrep.net now, go ahead and mention it. Personally, I don't see it anymore)

- There is no "I" in team :D [lol]. Try to maintain a third party perspective whenever possible. "I" and "we" imply a level of ownership that we don't have, even when used outside of that context.

I think this will keep you busy for a while :D Great start! Keep fleshing this out, and make super-double certain the facts are PERFECT.... I'm really hoping for a marquee article here, one that blows away anything they're working on over at metagame.com ....
 
IMHO the first rule will ruin the game.
it will make broken cards even stronger.
Tsukuyomi banned,if restricted then in every deck.
Book of Moon also.
then every deck will have at least 25 identical cards,whatever
theme it's supposed to be.
which will lead to even more boring duels.
top 100 decks in the world will have about 1-2 different cards.
OK,rant off.
anyway i salute every ruling clarification here,except that 1st.
:(
 
Intrestering article. Where was it spelled out that Last Turn creates a "Special battle phase" (which by the way if I'm not mistaken is a new and unique game mechanic that would have been created just for this card, as no other card can create a new phase of game play).

It still seemes to me that game mechanics are being created around rulings, rather than rulings being created around game mechanics. I think that once this gets fixed, then the game will be much easier to play, and the term "Because Upperdeck said so" will be a thing of the past.
 
So if I have read this all correctly, this is what happens when I activate Last Turn.

Lets say I activate Last Turn during my opponents draw phase.
Last Turn creates and "special battle phase" and it resolves.
Now after the resolution resolution of Last Turn my opponent still has his regular standy/main 1/battle/main2/and end phase?
so he still has a chance to get rid of my Jowgen and at his end phase have a monster on his side of the field(he got sinister or Night Assailant back and summoned)
did I read this correct?

and also, whats the new ruling I keep hearing about regular monster effects becoming faster than flip effects?
It used to be me activating Last Turn and select my face-down Jowls of Dark Demise. My opponent brings out d.d. warrior lady and atacks.
jowels flips/activates effect. I get monster. I win at the end phase.
but NOW people are saying that dd.warrior lady's effect would go first because the ruling changes has made her effect FASTER than my jowls flip. so she can remove my my jowls and it becomes tie game?
can someone confirm this/post a link to an official ruling?
Thank you. :D
 
Your Example isn't quite a good one. What's happenning is the Manditory effects go onto chain link 1 while the optional one go on after that. So in this case DDWL would cause both monsters to be removed from play.

What makes it not a good example is that in this scenario, even if the chain links were reversed, both monsters would still be removed from play since DDWL would still be on the field when her effect resolves regardless who controlled it.
 
Okay.
Then now I'm really confused.
When my opponent at regionals brought out d.d. warrior lady because of last tunr and I had a jowls face-down.
I called a judge over and after about 10mins of searching, 2 judges came over and said that I win because flip effects activate slightly faster than d.d's effect.
then they also said that the day after Nationals, the ruling is going to come into effect that I jowls flip vs. d.d would no longer work.
and all I want now is some proof of that.
 
The new rulings state the links in a chain go in this order:

1. Manditory effects from the Turn Player
2. Manditory effects from the non-Turn Player
3. Optional effects from the Turn Player
4. Optional effects from the non-Turn Player

Jowls is Manditory. DDWL is optional. Your effect is category 2 and his is category 3. So for your example:

Jowls flip effect is chain link 1.
DDWL removal is chain link 2.

Resolution, DDWL removes both from field. Jowls would resolve here but since everything is gone, you get nothing.

Now the thing is, it wouldn't have worked the otherway either though because if the links were reversed (for example only)
DDWL Link 1
Jowls Link 2

You take control of DDWL from Jowls effect
DDWL resolves STILL REMOVING ITSELF (by it's already activated effect) and Jowls (the monster it did battle with). Control of DDWL doesn't matter since she's still on the field. This differs from the old examples like "Wall of Illusion" since they would have kicked her off the field when her effect resolves.

So it was ruled wrong initially on your behalf but with the rulings change in effect now, because her effect is optional and yours is manditory, yours goes on the chain first. Then DDWLs so she will resolve first.
 
densetsu_x said:
So it was ruled wrong initially on your behalf but with the rulings change in effect now, because her effect is optional and yours is manditory, yours goes on the chain first. Then DDWLs so she will resolve first.

I see... so... I see... .....
Meh, don't make that much of a difference.
one more thing, does the Jowgen/Last Turn combo work anymore?
heard enough rumors going around at Nationals that it no longer does.

and on another note, I would have made top 16.
I had the whole Jowgen/Last Turn combo set up.
He activated Ring of Destruction on his Mystic Swordsman LV2.
I activated Solemn Judgement.
He illegally chained Ceasefire to my Solemn Judgement.
Took me 2 mins to figure out I had won the match.
But I had already signed the slip and it was entered into the computer.
Pisses me off that I don't have a 24ct box... :mad:
On the bright side though, I got 2 Winged Kuriboh, an Ancient Gear Golem and a D.D. Survivor Ultimate out of the 12 packs I did win. :D


~the_skdster~
~the OTKer everyone has learned to hate~
 
From the UDE FAQ: #3 for "Last Turn"

""Last Turn" is not a card that Special Summons a monster when it resolves. Therefore you can activate "Last Turn" even while "Jowgen the Spiritualist" is face-up on the field. If the player activating "Last Turn" controls "Jowgen the Spiritualist" and selects it as the monster to keep, the opponent cannot Special Summon for "Last Turn", and there will be no special Battle Phase. However the victory check is still applied in the End Phase."

The "Last Turn"/"Jowgen" combo is still a valid combo.
 
Oh goody.
Then I guess my Last Turn deck will survive after all.
a bit weaker, but it's still annoying as hell.

now to complete my OTHER OTK deck... muHAHAHAHA!


~the_skdster~
~the OTKer everyone has learned to hate~
 
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