Card Rulings:Sekka's Light

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OCG Rulings

  • [Regarding the effect "If you have no Spells/Traps in your GY: Draw 2 cards, also, for the rest of this Duel after you activate this card, you cannot activate Spell/Trap Cards or effects, except "Sekka's Light"."] [1]
    • After this effect resolves, you cannot activate any Spell/Trap Cards other than "Sekka's Light", or activate an effect of a Spell/Trap Card other than "Sekka's Light".
    • After this effect resolves, you cannot activate Pendulum Monster Cards as Spell Cards. (Activating a Pendulum Monster card in the Pendulum Zone also counts as an activation of a Spell Card.)
    • After this effect resolves, you cannot activate the effects of Monster cards in your Spell/Trap Zone.
  • [Regarding the effect "You can banish this card from your GY; reveal 1 monster in your hand, shuffle it into the Deck, then, draw 1 card."] [1]
    • This effect starts a Chain and is activated from the GY.
    • It can be activated only during your Main Phase as Chain Link 1.
    • "Reveal 1 monster in your hand, shuffle it into the Deck" and "Draw 1 card" are not resolved simultaneously.

Q&A Rulings

A: "Sekka's Light" is not treated as a card that targets 1 player, so you cannot chain "Mystical Refpanel" to it.[2]
A: Each effect of "Sekka's Light" can only be used once per turn. Even if the activation of "Sekka's Light" is negated, you cannot activate a second copy that turn. Also, if the activation of "Sekka's Light" is negated, the part of the effect that prevents you from activating Spell/Trap Cards for the rest of the Duel is not applied.[3]
A: If the card you reveal with the effect of "Destiny HERO - Diamond Dude" is "Sekka's Light", since "Sekka's Light" is a Normal Spell Card, it is sent to the GY. During the Main Phase of your next turn, you can activate the effect of that "Sekka's Light" in your GY. Although "Sekka's Light" cannot be activated if you have any Spell/Trap Cards in your GY, you can activate its effect from the GY using the effect of "Destiny HERO - Diamond Dude" even if you do. Furthermore, since the part of the effect that prevents you from activating Spell/Trap Cards for the rest of the Duel is only applied after the card is activated, it does not apply when you are activating its effect from the GY using "Destiny HERO - Diamond Dude".[4]
A: After the effect of "Sekka's Light" is applied, you cannot activate any Spell/Trap Cards or their effects for the rest of the Duel, other than "Sekka's Light". Since you cannot activate "Zombie World" during that Duel, you cannot activate the effect of "Necroworld Banshee".[5][6]
  • Q: If I activated "Sekka's Light", can I then activate a Pendulum Monster from my hand as a Spell Card to my Pendulum Zone?
A: After the effect of "Sekka's Light" is applied, you cannot activate any Spell/Trap Cards or their effects for the rest of the Duel, other than "Sekka's Light". If you activate a Pendulum Monster from your hand to a Pendulum Zone, it is considered the activation of a Spell Card, so you cannot activate a Pendulum Monster from your hand to a Pendulum Zone for the rest of the Duel.[7][6]
A: No, you cannot. If you activated "Sekka's Light", the part of the effect that prevents you from activating Spell/Trap effects for the rest of the Duel other than "Sekka's Light" begins applying immediately once it resolves. The third effect of "Superheavy Samurai Soulpeacemaker" is treated as the effect of an Equip Spell Card, so it cannot be activated during the dame Duel you already activated "Sekka's Light".[8][9]

References