Difference between revisions of "User:Lightning Laxus/Breakdown of the Battle Phase"

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===="At the start of the Damage Step"====
 
===="At the start of the Damage Step"====
*[[Trigger effect]]s whose timing is at the start of the Damage Step are activated at this time, like “[[Neo-Spacian Grand Mole]]”, the “[[Mystic Swordsman]]” cards, “[[The Six Samurai - Irou]]”, “[[Razor Lizard]]”, [[Ally of Justice Catastor]]", “[[Sasuke Samurai]]”, and “[[Sasuke Samurai 4|Sasuke Samurai #4]]”.
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*[[Trigger effect]]s whose timing is ''"at the start of the Damage Step"'' are activated at this time, like “[[Neo-Spacian Grand Mole]]”, the “[[Mystic Swordsman]]” cards, “[[The Six Samurai - Irou]]”, “[[Razor Lizard]]”, [[Ally of Justice Catastor]]", “[[Sasuke Samurai]]”, and “[[Sasuke Samurai 4|Sasuke Samurai #4]]”.
**If such a monster is face-down, its effect cannot be activated and you perform [[Damage Calculation]] normally.
 
 
**The effect of “[[Nanobreaker]]” starts a Chain if it is attacking a face-up Level 3 or lower monster. “[[Disciple of the Forbidden Spell]]’s” effect starts a Chain if it is attacking a face-up monster with an Attribute that was selected by its effect. “[[Ninja Grandmaster Sasuke]]’s” effect activates if it attacks a face-up, Defense Position monster. (These effects won’t activate if the monster is face-down, since the monster is not flipped yet.)
 
**The effect of “[[Nanobreaker]]” starts a Chain if it is attacking a face-up Level 3 or lower monster. “[[Disciple of the Forbidden Spell]]’s” effect starts a Chain if it is attacking a face-up monster with an Attribute that was selected by its effect. “[[Ninja Grandmaster Sasuke]]’s” effect activates if it attacks a face-up, Defense Position monster. (These effects won’t activate if the monster is face-down, since the monster is not flipped yet.)
  
 
====Response Windows====
 
====Response Windows====
* Before moving on to the next part in the Damage step, [[fast effect]]s can be activated at time. If a card or effect is triggered and/or can be activated after a Chain in the "At the start of the Damage Step" window resolves, it is activated at this time as well. If a card or effect is triggered and/or can be activated after a Chain resolves during this time, a new Chain can be formed.
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* Before moving on to the next part in the Damage step, [[fast effect]]s can be activated at time. If a card or effect is triggered and/or can be activated after a Chain in the ''"At the start of the Damage Step"'' window resolves, it is activated at this time as well. If a card or effect is triggered and/or can be activated after a Chain resolves during this time, a new Chain can be formed.
 
* Several different Chains can be created before both players agree to move on further into Damage Step.
 
* Several different Chains can be created before both players agree to move on further into Damage Step.
  
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===Before Entering the Damage Calculation===
 
===Before Entering the Damage Calculation===
*The effects of cards like "[[Drillroid]]" and "[[Ehren, Lightsworn Monk]]" activate at this time, after the face-down monster has been flipped face-up and before damage has been calculated. Sometimes these effects will state something similar to “without applying [[Damage Calculation]]”, which means that damage calculation will not occur and will actually be skipped over. (The remainder of the Damage Step that occurs AFTER damage calculation will continue as normal.)
 
  
*Cards like "[[Blast Sphere]]", "[[Adhesive Explosive]]", "[[Kiseitai]]", and "[[Ancient Lamp]]" have effects that activate when they are flipped face-up by an attack and their effects are activated at this time. These cards typically have effects that state that they are activated without applying [[Damage Calculation]].
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===="Before Damage Calculation"====
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* [[Trigger Effect]]s whose timing is ''"before damage calculation"'' are activated at this time, like "[[Ehren, Lightsworn Monk]]", "[[Drilloid]]", "[[Blast Sphere]]", "[[Ancient Lamp]]", "[[Reflect Bounder]]", and "[[Yubel]]".
  
*The damage-inflicting effects of “[[Reflect Bounder]]”, [[Yubel]], and “[[Yubel - Terror Incarnate]]” also activate at this time.
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====Response Windows====
 
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* Before moving on to the next part in the Damage step, [[fast effect]]s can be activated at time. If a card or effect is triggered and/or can be activated after a Chain in the ''"before damage calculation"'' window resolves, it is activated at this time as well. If a card or effect is triggered and/or can be activated after a Chain resolves during this time, a new Chain can be formed.
*Effects that increase, decrease, halve, or double the ATK and/or DEF of a monster are typically activated at this time.
+
* Several different Chains can be created before both players agree to move on further into Damage Step.
 
 
*You are allowed to have multiple Chains for the use of activating these types of effects.
 
**Example: If you activate “[[Rush Recklessly]]” and it is negated by your opponent’s “[[Magic Jammer]]”, you can start another Chain by activating “[[Rising Energy]]”.
 
  
 
===The Damage Calculation===
 
===The Damage Calculation===

Revision as of 08:30, 11 January 2014

Template:Contradict

You cannot enter the Battle Phase if you are the starting player. Entering your Battle Phase is optional, except where special conditions apply (like if you control a face-up Attack Position "Berserk Gorilla"). If you do not wish to enter the Battle Phase, you must immediately proceed to your End Phase, without proceeding to Main Phase 2. You may enter the Battle Phase even if you do not control any monsters, or if all monsters you control are in Defense Position.

TCG Battle Phase

Start Step

  • The Turn player now declares that he/she is entering the Battle Phase.
  • The Turn player has the right to activate Spell Speed 2 cards at this time. If he/she passes, then the Opponent has the chance to activate any of their fast effects as well.
  • Decide if conducting battle. Note: entering Battle Phase doesn't mean you have to declare attacks. If you do not, go straight to End of Battle Phase

Battle Step

  • The Turn player must declare that he/she is entering the Battle Step.
    • After resolving a Chain during any time in the Battle Step, if the number of legal attack targets changes, then a replay occurs immediately before anything can be activated in response.
    • After resolving a Chain during any time in the Battle Step, if the monster cannot attack (because of things such as "Fiendish Chain" or "Gravity Bind"), then the attack will stop immediately after the Chain resolves.
      • NOTE: "Fiendish Chain" or "Gravity Bind" does make the monster stop the attack after it resolves, but rather after the entire Chain resolves. If "Fiendish Chain" is chained to "Mystical Space Typhoon", targeting it, then even though that "Fiendish Chain" resolved first, the attack would not be stopped.

Attack declaration

  • The Turn player has priority to activate Spell Speed 2 cards now, that may, but not have to, respond to the attack declaration
    • When an attack is declared, the Turn Player may retain Priority to activate effects. At this time he/she is free to activate cards that perform an action when a monster attacks or any other effect with timing he/she can meet.
    • If the Turn Player decides that he/she will pass, the opponent is given a chance to activate effects that respond to the attack ("Sakuretsu Armor", "Mirror Force", etc.) or any other effects with timing he/she can meet.
    • If the Turn Player passes, and the opponent passes as well, the chance to activate cards like "Sakuretsu Armor", "Mirror Force", "Magic Cylinder", etc. is GONE.
    • The entire Chain is responding to the attack being declared (an action that does NOT start a Chain; see Fast Effect Timing), meaning that cards and effects that are activated responding to a Summon does NOT need be Chain Link 1.

Response Windows (Before the Damage Step)

  • Before moving on to the Damage step, fast effects can be activated at time. If a card or effect is triggered and/or can be activated after a Chain in the Attack Declaration Window resolves, it is activated at this time as well. If a card or effect is triggered and/or can be activated after a Chain resolves during this time, a new Chain can be formed.
  • Several different Chains can be created before both players agree to enter Damage Step.

Damage Step

  • The Damage Step is composed of a series of events. The start of the Damage Step, flipping the face-down attacked monster face-up, damage calculation, inflicting Battle Damage, activating the Flip Effect of the flipped monster, and sending a monster destroyed by battle to the Graveyard are separate events that all happen during the Damage Step.
  • The Damage Step has specific rules that govern what can or cannot be activated. Some cards can't be activated at all, while others can only be activated during very specific events that occur within the Damage Step:
  • Cards that can be activated at Damage Step:
    1. Counter Trap Cards
    2. Spell and Trap Cards and Effects, and Monster Effects that directly alter the ATK/DEF of a monster(s).
      • Note the use of “directly.” You cannot perform an optional action that would only modify ATK/DEF indirectly, such as activating “Mystical Space Typhoon” targeting “Necrovalley”, or activating “Reverse Trap”.
      • If the ATK/DEF modifier specifies Damage Step in its text, such as “Honest” or “Attack of the Cornered Rat”, it can be activated up to and including during damage calculation. If it doesn’t specify Damage Step in its text and is optional, it can be used up to but not including during damage calculation unless otherwise specified.
      • Exceptions: If the trigger of an optional ATK/DEF modifying effect is a monster being Summoned to the opponent’s side of the field, such as with “Armor Ninjitsu Art of Rust Mist” or “Evil Blast”, the effect cannot be activated during the Damage Step. Also, “Scrap Sheen”, “Zero Force”, and “Curse of Anubis” cannot be activated in the Damage Step, as well as cards like “Half or Nothing” which might not alter ATK/DEF at resolution.
    3. Spell Speed 2 Monster Effects (Quick Effects) that negate the activation of something.
    4. Spell Speed 2 Monster Effects (Quick Effects) that must activate directly in response to an effect activation to negate the activated effect.
      • This one’s a tad more complicated:
        • You can activate: ”Photon Strike Bounzer”, “Skull Meister”, "Bujingi Turtle", etc.
        • You cannot activate: ”Number 25: Force Focus”, “Number 106: Giant Hand”, etc.
        • The difference is that cards like “Photon Strike Bounzer” or “Skull Meister” only negate one effect that is activating, and they must be activated directly in response to what they are negating. “Number 25: Force Focus” doesn’t need to activate in direct response to an effect, and both it and “Number 106: Giant Hand” negate all effects rather than the specific one that was activated.
    5. Any effect that specifically mentions an activation timing during the Damage Step.
      • You’ll see phrases such as “During Damage Calculation,” “At the Start of the Damage Step,” “After Damage Calculation,” etc.
    6. Most Trigger Effects and Spell Card effects that trigger:
      • Generally, things of this nature are safe to activate during the Damage Step if they don’t specifically state that you cannot.
      • If the trigger of the effect is a monster being Summoned by the opponent or Summoned to the opponent’s side of the field, such as “Catoblepas the Witch of Fate” or “Naturia Horneedle”, the effect cannot be activated in the Damage Step unless otherwise specified.
      • An optional Trigger Effect of a monster to Special Summon itself from the hand cannot be activated in the Damage Step unless otherwise specified. This includes a monster like “Green Baboon, Defender of the Forest” whose effect has the potential to Summon itself from the hand or from another location, even if “Green Baboon of the Forest” is not actually in the hand.
      • For this category, it’s still a good idea to look at everything on a case by case basis.
    7. Cards that have no clear indication that they can be activated during the Damage Step BUT have rulings stating that they are allowed to do so: “Attack and Receive”, “Chthonian Blast”, “Desrook Archfiend”, “Null and Void”, and “Numinous Healer”.
    8. Mandatory Effects

The Damage Step Begins

"At the start of the Damage Step"

Response Windows

  • Before moving on to the next part in the Damage step, fast effects can be activated at time. If a card or effect is triggered and/or can be activated after a Chain in the "At the start of the Damage Step" window resolves, it is activated at this time as well. If a card or effect is triggered and/or can be activated after a Chain resolves during this time, a new Chain can be formed.
  • Several different Chains can be created before both players agree to move on further into Damage Step.

Face-down Monster (if any) is Flipped Face-up

  • If the monster being attacked is face-down, it is flipped face-up at this time. If the monster has a Flip Effect or a Trigger Effect that activates when it is flipped face-up, the effect will not activate at this time unless otherwise stated by the card text.
  • If a monster is flipped and it has a Continuous Effect, then you apply the Continuous Effect. This includes the Continuous Effects of monsters like “Star Boy”, “Hoshiningen”, “Jinzo”, and “Spell Canceller” that apply as long as the monster is face-up on the field.
    • Effects that would prevent the flipped monster from being attacked, like “Command Knight’s” effect, are not applied at this time, because the monster is already being attacked. If the monster survives the battle, its effect will be applied against any following battles.
    • If the flipped monster has a Continuous Effect that causes it to destroy itself under certain conditions ("Giant Kozaky", "Zombie Mammoth", "Thunder Nyan Nyan", etc.), then the monster is not immediately destroyed and Damage Calculation is still conducted. If the monster is destroyed by the battle, its effect is not applied. If the monster survives the battle, it is destroyed by its effect after damage calculation.
      • Exception: "Scrap Shark" will destroy itself by its Continuous Effect, even if it was destroyed by battle.

Response Windows

  • If a card or effect is triggered and/or can be activated after a Chain resolves during this time, a new Chain can be formed.
  • Several different Chains can be created before both players agree to move on further into Damage Step.

Before Entering the Damage Calculation

"Before Damage Calculation"

Response Windows

  • Before moving on to the next part in the Damage step, fast effects can be activated at time. If a card or effect is triggered and/or can be activated after a Chain in the "before damage calculation" window resolves, it is activated at this time as well. If a card or effect is triggered and/or can be activated after a Chain resolves during this time, a new Chain can be formed.
  • Several different Chains can be created before both players agree to move on further into Damage Step.

The Damage Calculation

  • Some effects in the Yu-Gi-Oh! TCG are applied "during damage calculation". Damage Calculation is a specific event in the Damage Step during which we compare the ATK and/or DEF of the monsters in battle and inflict Battle Damage, if appropriate, following the rules on Pages 35-36 of the rulebook (Version 7.0). Some effects applied during this very specific event, like "Injection Fairy Lily" and "Kuriboh", begin a Chain, while Continuous Effects that are applied during damage calculation do not.

We only get one Chain with which to activate effects that are activated "during damage calculation". Only effects that are activated "during damage calculation" and effects that negate them, such as Counter Trap Cards and the effects of cards like "Herald of Orange Light" and "Light and Darkness Dragon", can be activated at this time. Effects that increase, decrease, halve, double, etc. the ATK and/or DEF of a monster cannot be activated at this time, unless they are specifically allowed to be activated "during damage calculation". This means that cards like "Shrink", which are not specifically activated "during damage calculation", cannot be activated, while "Injection Fairy Lily's" effect can be activated.

Any Continuous Effects specific to damage calculation are applied (turn on) before the "during damage calculation" Chain begins, but some can be applied or disappear during the Chain's resolution if the conditions of the battle change (ATK/DEF change, Life Point change, etc.) After the "during damage calculation" Chain has finished resolving and all appropriate Continuous Effects have been applied, the results of the attack are determined and any resulting Battle Damage is inflicted.

If a monster is destroyed by a card effect during damage calculation ("Divine Wrath", etc.), any remaining effects on the Chain finish resolving. After the Chain finishes resolving, damage calculation stops. No battle damage is inflicted and neither monster is destroyed by the battle. The monster that is destroyed by a card effect is not considered to have been destroyed by battle, because damage calculation stopped and this determination wasn't made. The remainder of the Damage Step continues as normal.

Battle Damage is Inflicted and Monsters are Destroyed by Battle

  • If the flipped monster had a "self-destruct" effect ("Giant Kozaky", "Zombie Mammoth", "Thunder Nyan Nyan", etc.) and it has survived the battle, it is destroyed by its effect at this time if its proper field conditions are not met.
  • Immediately after inflicting Battle Damage, "Flashbang" can be activated before any other effects activate. If "Flashbang" is activated and resolves properly, then other effects that activate when Battle Damage is inflicted will not activate.

Monster Effects that Activate When Flipped Face-Up Activate (if any)

  • The Flip Effect of the monster flipped face-up by the attack activate at this time. If the flipped monster had a Trigger Effect that activates when the monster is flipped face-up (“Royal Keeper”, “Nightmare Penguin”, etc.), it will be activated at this time.
  • If the Flip Effect of the flipped monster targets, you cannot select a target that has been destroyed during damage calculation.

Destroyed by Battle Monsters are sent to the Graveyard

  • Monsters that have been destroyed by battle are now sent to the Graveyard (or removed from play if "Macro Cosmos" is active).
    • If the monster destroyed by battle has an effect that activates when it is destroyed by battle and sent to the Graveyard, its effect starts a Chain.
    • Effects that can be activated when a monster is destroyed by battle and sent to the Graveyard ("Tualatin", "Desrook Archfiend", "Time Machine", "Destiny Signal", "Domino Effect", etc.) may be activated/chained at this time.
    • A monster that activates its effect when it destroys a monster by battle and sends it to the Graveyard ("Hydrogeddon", "Elemental Hero Flame Wingman", etc.) are also activated at this time.
    • Monsters like "Apprentice Magician" whose effects activate when "destroyed by battle" will activate at this time. If "Apprentice Magician" is removed from play instead (by "Macro Cosmos"), then its effect will still activate because it does not need to be "destroyed by battle and sent to the Graveyard".
    • Monsters with effects that activate when they destroy a monster by battle, without the additional requirement of “sending it to the Graveyard” ("Fenrir", "Jurrac Guaiba", etc.), will also activate at this time.
  • A Counter on a "B.E.S." monster or on "Big Core" is removed. If "Des Mosquito" was destroyed by the battle, 1 counter is removed. If "Spacegate" is active, 1 Gate Counter is placed upon it if the opponent’s monster attacked or was attacked.
  • Some effects are given specific allowance by Konami that allow them to be activated at this time, like “Michizure” and “Chthonian Blast”. Cards such as these will typically have a ruling on the FAQ mentioning that they may be activated during the Damage Step, and they usually apply at this time.
  • If you have another monster on the field, once you have completed the Damage Step you can go back to Battle Step and declare a new attack. Note even if you have several monsters and you opponent has an open field, each monster must complete the entire process before another monster can declare another attack. Each attack is individual. Only one at a time must be declared and resolved.

End Step

Once all battles have been resolved by repeating the Battle Step and Damage Step, the Turn Player may declare an end to the Battle Phase, resulting in the End Step (エンドステップ, Endosuteppu).

Either player may activate Trap Cards, monsters' effects like "Alien Mother", "Miracle Flipper", "Galaxy-Eyes Photon Dragon", "Sword Hunter", "Scrap Worm", "Protector of the Founders, Tyrus", "Dark Diviner" and/or Quick-Play Spell Cards at this time. The effects of "Gladiator Beast" monsters also take place during the End Step.

OCG Battle Phase

Start Step

  • The Turn player now declares that he/she is entering the Battle Phase.
  • The Turn player has priority to activate Spell Speed 2 cards now.
  • After both players pass Priority, you enter the Battle Step or the End Step, at the Turn Player's discretion.

Battle Step

  • At the start of the Battle Step, the Turn Player can act first. Before the opponent can respond, the Turn Player may attack with a monster or activate a Spell Speed 2+ effect.
  • If the Turn Player declares an attack, only one Chain can be used in response to the attack.
  • Multiple Chains are allowed during this Step. After both players pass Priority, you enter the Damage Step (if a monster is attacking) or the End Step (if no monster is attacking).

Damage Step

Substep 1: Start of Damage Step

Substep 2: After starting the Damage Step

Substep 3: During damage calculation

Substep 4: Inflict battle damage

  • Inflict battle damage, and decide whether the monster is destroyed by battle.
  • Apply Continuous Effects like those of "Amazoness Swords Woman" and "Susa Soldier".
  • You can activate the effects of "Kuriboh", "Defense Draw", and "Nutrient Z".
  • Damage has already been calculated and the monsters have already considered to have battled. If a monster is removed from the field or has its ATK/DEF altered, then do not recalculate the damage.

Substep 5: After damage calculation

  • Cards and effects cannot be activated.
  • Determine if the monster is destroyed by battle.

Substep 6: Immediately after inflicting battle damage

Sub-Step 7: Damage result; Flip Effects; destroyed by battle

Substep 8: At the end of the Damage Step