Difference between revisions of "Card Rulings:Ancient City - Rainbow Ruins"

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(TCG Rulings)
(TCG Rulings)
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* If “[[Crystal Beasts|Crystal Beast]]” monsters in your [[Spell & Trap Card Zones]] are [[destroy]]ed in a [[Chain]] to the activation of any of this card’s effects that can be [[chain]]ed to, then this card’s effect is not applied. The correct number of “[[Crystal Beasts|Crystal Beast]]” monsters must be in your [[Spell & Trap Card Zones]] when the effect [[resolve]]s.<ref name="Netrep"/>
 
* If “[[Crystal Beasts|Crystal Beast]]” monsters in your [[Spell & Trap Card Zones]] are [[destroy]]ed in a [[Chain]] to the activation of any of this card’s effects that can be [[chain]]ed to, then this card’s effect is not applied. The correct number of “[[Crystal Beasts|Crystal Beast]]” monsters must be in your [[Spell & Trap Card Zones]] when the effect [[resolve]]s.<ref name="Netrep"/>
  
* This card's effect "Once per turn, you can halve the [[Battle Damage]] you take." does not start a [[Chain]]. You choose whether or not to activate it during [[Damage Calculation]], when you would take [[Battle Damage]].<ref name="Netrep"/>
+
* This card’s effect “Once per turn, you can halve the [[Battle Damage]] you take.does not start a [[Chain]]. You choose whether or not to activate it during [[Damage Calculation]], when you would take [[Battle Damage]].<ref name="Netrep"/>
  
* This card's effect "You can send 1 "[[Crystal Beasts|Crystal Beast]]" monster you [[control]] to the [[Graveyard]] to [[negate]] the activation of a Spell or Trap Card and [[destroy]] it." is [[activate]]d in a [[Chain]] to a Spell or Trap Card. It is treated as [[Spell Speed 2]], so you cannot [[Chain]] this effect to a [[Counter Trap Cards|Counter Trap Card]]. You can [[activate]] it multiple times in the same [[Chain]]. Sending a "[[Crystal Beasts|Crystal Beast]]" monster you [[control]] to the [[Graveyard]] is a [[costs|cost]] to [[activate]] this effect.<ref name="Netrep"/>
+
* This card’s effect “You can send 1 "[[Crystal Beasts|Crystal Beast]]" monster you [[control]] to the [[Graveyard]] to [[negate]] the activation of a Spell or Trap Card and [[destroy]] it.is [[activate]]d in a [[Chain]] to a Spell or Trap Card. It is treated as [[Spell Speed 2]], so you cannot [[Chain]] this effect to a [[Counter Trap Cards|Counter-Trap Card]]. You can [[activate]] it multiple times in the same [[Chain]]. Sending a [[Crystal Beasts|Crystal Beast]]monster you [[control]] to the [[Graveyard]] is a [[costs|cost]] to [[activate]] this effect.<ref name="Netrep"/>
  
 
* This card's effect "Once per turn, during your [[Main Phase]], you can draw 1 card." starts a [[Chain]]. It can only be used once a turn, even if the number of "[[Crystal Beasts|Crystal Beast]]" cards in your [[Spell & Trap Card Zones]] becomes less than 4, and then becomes 4 or more again after you have used it in a given turn.<ref name="Netrep"/>
 
* This card's effect "Once per turn, during your [[Main Phase]], you can draw 1 card." starts a [[Chain]]. It can only be used once a turn, even if the number of "[[Crystal Beasts|Crystal Beast]]" cards in your [[Spell & Trap Card Zones]] becomes less than 4, and then becomes 4 or more again after you have used it in a given turn.<ref name="Netrep"/>

Revision as of 14:10, 21 February 2011

TCG Rulings

  • This card will be destroyed if your opponent plays a Field Spell Card, even if the effect “This card cannot be destroyed by a card effect.” is active.[1]
  • This card's effect "Once per turn, during your Main Phase, you can draw 1 card." starts a Chain. It can only be used once a turn, even if the number of "Crystal Beast" cards in your Spell & Trap Card Zones becomes less than 4, and then becomes 4 or more again after you have used it in a given turn.[1]

Mentions in Other Rulings

  • Field Barrier: This card only prevents the activation of Field Spell Cards themselves. The effects of a Field Spell Card already on the field (like “Ancient City - Rainbow Ruins”) can still be activated while this card is in play.
  • Last Resort: This card is resolved as follows: First, select 1 “Ancient City - Rainbow Ruins” from your Deck and place it in your Field Spell Card Zone, then your opponent’s Field Spell Card is destroyed and they draw one card.

Judge List Rulings

  • The "3+" effect of this card cannot be activated during the Damage Step.[2]

OCG Rulings

  • The "2+", "4+", and "5+" effects can each be activated once per turn. (It is not "once per turn, you can activate one effect".)[6]
  • You can activate the "3+" effect multiple times during the same Chain.[10]

References

  1. a b c d e f g h i j k Netrep: Individual Card Rulings on Netrep
  2. UDE Judge List: Ancient City – Rainbow Ruins effect three
  3. UDE Judge List: Ancient city vs negation
  4. a b UDE Judge List: Active Field Card versus Set Field Card ...
  5. Konami FAQ: Can the opponent use the effect of "Ancient City - Rainbow Ruins"?
  6. Konami FAQ: For the once per turn effects of "Ancient City - Rainbow Ruins", is it a total of once per turn?
  7. Konami FAQ: When "Ancient City Rainbow Ruins" cannot be destroyed by a card effect, is it destroyed when the opponent activates a Field Spell Card?
  8. Konami FAQ: Do the effects of "Ancient City - Rainbow Ruins" overlap?
  9. Konami FAQ: When "Ancient City - Rainbow Ruins" cannot be destroyed by its effect, is it destroyed with "Heavy Storm"?
  10. a b c Konami FAQ: Please explain the details of the third effect of "Ancient City - Rainbow Ruins" which negates the activation of a Spell/Trap Card and destroys it.
  11. Konami FAQ: Can "Royal Oppression" negate the different effects of "Ancient City - Rainbow Ruins" and destroy it?
  12. Konami FAQ: Do you still recover 1000 Life Points and add a Field Spell Card to your hand when "Ancient Fairy Dragon" cannot destroy the Field Spell Card?