Card Rulings:Pyro Clock of Destiny
Contents
OCG Rulings
- It cannot be activated during the Damage Step.[1]
- Cards that apply their effect for 3 turns after activation, like "Deck Devastation Virus", are cards that count turns.[1]
- Cards that resolve when the 2nd Standby Phase after activation is reached, like "Gold Sarcophagus", are not cards that count turns.[1]
Q&A Rulings
- Q: Can "Pyro Clock of Destiny" be activated against the effect of "Doom Virus Dragon"?
- A: Because the effect of "Doom Virus Dragon" counts turns, "Pyro Clock of Destiny" can be activated and increase its turn count.[2]
- Q: Can "Pyro Clock of Destiny" be activated against the effect of "Time Magic Hammer"?
- A: Because the effect of "Time Magic Hammer" counts turns, "Pyro Clock of Destiny" can be activated and increase its turn count. Furthermore, if "Pyro Clock of Destiny" was activated during the Draw Phase or Standby Phase of the "Nth turn after this effect's activation (N = the result)", because the turn count is increased, the "Standby Phase of the Nth turn after this effect's activation (N = the result)" has already ended. (Therefore, the banished monsters remain banished, and cannot return to the field.) Likewise, if "Pyro Clock of Destiny" was activated during the Main Phase or End Phase etc. of the turn before the "Nth turn after this effect's activation (N = the result)", because the turn count is increased, the "Standby Phase of the Nth turn after this effect's activation (N = the result)" has already ended. (Therefore, the banished monsters remain banished, and cannot return to the field.)[3]
- Q: When "Ancient Gear Golem" is Special Summoned by the effect of "Spell Gear", can I activate "Pyro Clock of Destiny"?
- A: The effect of "Spell Gear" is an effect that counts turns, so you can activate "Pyro Clock of Destiny" and advance its turn count by 1. Normally, players who activated "Spell Gear" cannot Normal Summon/Set monsters until their next turn after activating it is over, but if the turn count is advanced with "Pyro Clock of Destiny", the turn in which Spell Gear was activated becomes the second turn and the effect that prevents you from Normal Summoning/Setting will expire when this turn ends. Similarly, if you activate "Pyro Clock of Destiny" during your next turn after activating "Spell Gear", the effect will end immediately. (So you can Normal Summon/Set that turn.)[4]
- Q: "Swords of Revealing Light" is face-up in my Spell & Trap Zone, and it is the Main Phase of my opponent's third turn after it was activated. In this situation, what happens if my opponent activates "Pyro Clock of Destiny"?
- A: In this scenario, when the effect of "Pyro Clock of Destiny" is applied, the turn count for "Swords of Revealing Light" is advanced by 1, so "Swords of Revealing Light" is destroyed immediately. (As a result, the effect that prevents your opponent's monsters from attacking stops applying.)[5]
Semi-Official
- Based on the OCG text, "Pyro Clock of Destiny" only affects the turn count of one card.[1]
Previously Official Rulings
These TCG rulings were issued by Upper Deck Entertainment and have since been declared unofficial by Konami.[6] They were previously considered official and can still be correct, as long as they follow the official gameplay rules, or unless Konami has issued a ruling that says otherwise. References: [7][8][9][10][11][12][13][14][15] |
- You can use "Pyro Clock of Destiny" to advance the turn count by 1 for these cards: “Deck Devastation Virus”, "Swords of Revealing Light",
"Lightforce Sword",or "Final Countdown".[Notes 1]
Mentions in Other Rulings
- Final Countdown: You can activate "Pyro Clock of Destiny" to advance the turn count by 1 for "Final Countdown". "Final Countdown" does not have to be on the field when you use "Pyro Clock of Destiny".
- Final Countdown: When you activate "Final Countdown", and your opponent activates "Final Countdown" during his next turn, and then uses "Pyro Clock of Destiny" to advance his "Final Countdown" by 1, both "Final Countdowns" win at the same time and the Duel is a DRAW.
- Future Fusion: "Future Fusion's" effect counts Standby Phases, not turns, so "Pyro Clock of Destiny" would have no effect.
- Wave-Motion Cannon: You cannot use "Pyro Clock of Destiny" with "Wave-Motion Cannon".
Notes
- ↑ The latest print of "Lightforce Sword" has Problem-Solving Card Text which indicates that its effect counts Standby Phases rather than turns.
References
- ↑ a b c d e Konami OCG Card Database: Pyro Clock of Destiny
- ↑ Konami OCG Card Database: Ruling #16182
- ↑ Konami OCG Card Database: Ruling #15887
- ↑ Konami OCG Card Database: Ruling #10097
- ↑ Konami OCG Card Database: Ruling #15170
- ↑ Konami Judge Program Forum: Individual Email Rulings VS Individual Card Rulings
- ↑ UDE FAQ: Individual Card Rulings [A-C]
- ↑ UDE FAQ: Individual Card Rulings [D-E]
- ↑ UDE FAQ: Individual Card Rulings [F-H]
- ↑ UDE FAQ: Individual Card Rulings [I-K]
- ↑ UDE FAQ: Individual Card Rulings [L-O]
- ↑ UDE FAQ: Individual Card Rulings [P-R]
- ↑ UDE FAQ: Individual Card Rulings [S-T]
- ↑ UDE FAQ: Individual Card Rulings [U-Z]
- ↑ UDE FAQ: SPECIFIC CARDS RULINGS