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    Spell Speeds (Advanced Gameplay)

    The Detonator
    The Detonator
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    Spell Speeds (Advanced Gameplay) Empty Spell Speeds (Advanced Gameplay)

    Post by The Detonator Fri Apr 22, 2011 8:50 am

    Spell Speeds are a very important concept that will allow you to identify legal/illegal chains between all the different types of cards and effects in the game. This tutorial will break down each different Spell Speed and explain how they work in terms of gameplay and other cards.


    A BASIC INTRODUCTION TO SPELL SPEEDS:
    There are 3 different Spell Speed in the Yugioh Trading Card Game. Spell Speed 1 is the slowest Spell Speed and Spell Speed 3 is the fastest. I will give a quick run down on Spell Speeds in this introduction, for more details and examples on Spell Speeds see the individual sections below:

    Spell Speed 1:
    - Cannot chain to any Spell Speeds (with one exception, see Spell Speed 1).

    Spell Speed 2:
    - Can chain to Spell Speed 1 cards
    - Can chain to Spell Speed 2 cards
    - Cannot be activated in the Damage Step (with exceptions).

    Spell Speed 3:
    - Can chain to all Spell Speeds
    - Can be activated in the Damage Step

    Spell Speeds are assigned to every card in the game. Be knowing which cards have which Spell Speeds you can determine what cards can and cannot chain each other.

    NOTE: The Summoning of a monster and declaring an attack are actions that do not have a Spell Speed, and therefore cannot be chained to. However, you may activate a Spell Speed 2 or Spell Speed 3 card in response to a Summon or an attack declaration which then becomes Chain Link 1.


    SPELL SPEED 1:
    Cards/Effects categorized as Spell Speed 1 include the following:
    - Continuous/Trigger/Ignition and FLIP Monster Effects
    - Normal/Continuous/Field/Equip and Ritual Spell Cards


    Spell Speed 1 cards are the most common card speed of the game. Being the slowest of the Spell Speeds, Spell Speed 1 cards cannot be chained to each other. Nor can they be chained to any other Spell Speed in the game. There is one exception to this rule however and this is when 2 Trigger effects activate at the same time causing what is called a Simultaneous Effect Chain.

    For Example:
    Both players control a Mystic Tomato in face-up Attack Position. Player A attacks Player B's Mystic Tomato and both are destroyed and sent to the Graveyard. Both effects are can be activated at the same time causing a chain.
    Chain Link 1: Player A's Mystic Tomato's effect activates first (Player A being the turn player retains Priority).
    Chain Link 2: Player B's Mystic Tomato's effect activates.
    -----Chain resolves backwards-----
    Chain Link 2: Player B's Mystic Tomato resolves successfully, Player B Special Summons a monster to the field.
    Chain Link 1: Player A's Mystic Tomato resolves successfully, Player A Special Summons a monster to the field.

    NOTE: These situations happen often (when 2 Trigger effects activate at the same time). Its important to remember the way these resolve, (as above) Player A in this case has an advantage because he/she gets to see what their opponent Summons first and gets to think about their target for Mystic Tomato more carefully.

    When dealing with Spell Speed 1 cards this will be the only time that a chain will occur.


    SPELL SPEED 2:
    Cards/Effects categorized as Spell Speed 2 include the following:
    - Quick Monster Effects.
    - Quick-Play Spell Cards.
    - Normal and Continuous Trap Cards.


    Spell Speed 2 cards are the second most common card speed of the game. Spell Speed 2 cards can be chained to both Spell Speed 1 cards and Spell Speed 2 cards. When dealing with the chain of Spell Speed cards remember that when the chain is complete and no player wishes to activate any more cards, the chain will always resolve backwards. (For more information on chaining click here). When cards are chaining always resolve them separately.

    For Example:
    Chain Link 1: Player A activates Mirror Force
    Chain Link 2: Player B activates Royal Decree
    Chain Link 3: Player A activates Call of the Haunted
    -----Chain resolves backwards-----
    Chain Link 3: Call of the Haunted resolves, Player A Special Summons a monster from his/her Graveyard.
    Chain Link 2: Royal Decree resolves, Call of the Haunted's second effect is negated, the monster is not destroyed because Call of the Haunted resolved successfully.
    Chain Link 1: Mirror Force is negated by Royal Decree. The effect disappears and it is sent to the Graveyard.

    It is important to see that the chain resolves independently. Royal Decree does not negate and destroy the monster summoned because Call of the Haunted's first effect was able to resolve successfully before Royal Decree resolved. If Player A's Call of the Haunted is later destroyed by Mystical Space Typhoon or similar the monster will not be destroyed because Call of the Haunted's second effect has been negated by Royal Decree ( the part which destroys the monster when it is destroyed).


    SPELL SPEED 3:
    Cards/Effects categorized as Spell Speed 3 include the following:
    - Counter Trap Cards

    Spell Speed 3 cards are the fastest Spell Speed in the game and are often the cards that when activated will end the chain. They are the rarest type of Spell Speed in the game but in turn are the most important. Counter Trap cards have amazing properties. They can be chained to all Spell Speeds and can be activated in the Damage Step, where possible. Counter Trap Cards usually have the effects of being able to Negate cards.

    NOTE: From the following it is good to point out that Royal Decree, (a Spell Speed 2 card) cannot be chained to Solemn Judgment (Spell Speed 3) to negate it. It is also important to note that cards like Stardust Dragon, have a Spell Speed 2, Quick Effect, it cannot negate Spell Speed 3 cards, even if they are targeting a different monster.

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