Card Rulings:Battle Teleportation
OCG Rulings
- The effect of "Battle Teleportation" targets the one Psychic-Type monster you control.[1]
- The effect of "Battle Teleportation" which gives control of the Psychic-Type monster to your opponent does not start a Chain.[2]
TCG Rulings
These TCG rulings were issued by Konami before the introduction of Problem-Solving Card Text. Since the introduction of the new text structure, individual card rulings for the TCG are no longer issued or actively maintained.[4] They have never been formally overturned as a whole and can still be correct, as long as they follow the official gameplay rules and do not contradict card text. |
- You can activate “Battle Teleportation” even if your opponent has no open Monster Card Zones. If you do, the Psychic-Type monster is unable to move to your opponent’s side of the field and is destroyed.[3]
- You cannot activate “Battle Teleportation” if you cannot enter your Battle Phase.[3]
- You can activate “Battle Teleportation” if your opponent has “Swords of Revealing Light” face-up on the field because “Swords of Revealing Light” only prevents you from declaring an attack.[3]
- This card can target a monster that has already attacked.[3]
- You can activate “Battle Teleportation” any time between your Draw Phase and the end of the Battle Phase.[3]
References
- ↑ Konami FAQ: Trap Card > Battle Teleportation
- ↑ Konami FAQ: Does the effect of "Battle Teleportation" start a Chain?
- ↑ a b c d e f Konami Gameplay FAQ: Ancient Prophecy – Card Rulings (version 1.0)
- ↑ Tewart, Kevin (May 20, 2011). "Yu-Gi-Oh! TRADING CARD GAME » Problem-Solving Card Text, Part 1: Reading the Cards of Tomorrow". Yu-Gi-Oh! TRADING CARD GAME STRATEGY SITE!. Retrieved 3 February 2018.
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