User:Lightning Laxus/Breakdown of the Battle Phase

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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[edit]

Start Step[edit]

  • The Turn player now declares that he/she is entering the Battle Phase.
  • Any trigger effects that activate at the start of the Battle Phase will activate at this time. (This is only 1 Chain.)
  • The Turn player has the right to activate Spell Speed 2 or 3 cards at this time (fast effects). If he/she passes, then the Opponent has the chance to activate any of his/her 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 Step (the end of the Battle Phase).

Battle Step[edit]

  • 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 when the game state is next open. (See fast effect timing.)
    • 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 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[edit]

  • This is only 1 Chain.
  • Any trigger effects that activate when a monster declares an attack, and/or is targeting a monster for an attack, will activate at this time.
  • The Turn player can activate fast effects now, that may, but not have to, respond to the attack declaration.
    • When an attack is declared, the Turn Player may retain the right 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 the attack declaration do NOT need be Chain Link 1.

Trigger and Fast Effects can be Activated (Before the Damage Step)[edit]

  • 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 responding to an attack 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[edit]

  • The Damage Step is composed of a series of events: Flipping an attacked Set monster face-up, conducting damage calculation, and sending a monster destroyed by battle to the Graveyard are examples of 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:

  • Spell/Trap Cards and card effects that directly alter the ATK/DEF of a monster(s).
    • "Directly" means that you cannot perform an optional action that would only modify ATK/DEF indirectly, such as activating "Mystical Space Typhoon" that targets "Necrovalley", or activating "Reverse Trap".
    • Continuous Trap Cards cannot be activated during the Damage Step unless that card has a Continuous Effect that directly modifies the ATK/DEF of a monster(s), or it has an effect that can be activated during the Damage Step that will resolve with the resolution of the card itself; for example, "Desperate Tag" can be activated during the Damage Step, but only if its Quick-like Effect is activated at the same time. Because Trigger-like Effects cannot be activated at the same time as the Continuous Trap Card itself, cards like "Armor Ninjitsu Art of Rust Mist" and "Howl of the Wild" cannot be activated during the Damage Step, even though their effects can if they are already face-up.
    • If the trigger of an optional ATK/DEF modifying effect is a monster being Summoned by the opponent or Summoned to the opponent's side of the field, such as "Shining Elf" and "Evil Blast", the effect cannot be activated during the Damage Step unless otherwise specified.
    • Cards like "Half or Nothing" which might not alter ATK/DEF at resolution cannot be activated during the Damage Step.
    • "Scrap Sheen", "Zero Force", and "Curse of Anubis" cannot be activated during the Damage Step.
    • In the TCG only, 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. In the OCG, only cards that specify they can be activated during damage calculation can be.
  • In the TCG only, Spell Speed 2 Monster Effects (Quick Effects) that must activate directly in response to an effect activation to negate that activated effect only (except "Bujingi Turtle"). In the OCG, they cannot be activated for this reason alone.
    • You can activate the effects of "Photon Strike Bounzer", "Skull Meister", etc.
    • You cannot activate the effects of "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.
  • Any effect that specifically mentions an activation timing during the Damage Step.
    • This is indicated by phrases in the text such as "During damage calculation," "At the start of the Damage Step," "After damage calculation," etc.
    • This includes cards and effects that activate in response to damage without specifying effect damage, like "Attack and Receive" and "Numinous Healer".
  • Most optional Trigger and Trigger-like Effects:
    • Generally, effects of this nature can be activated during the Damage Step, unless they specifically state that they cannot be.
    • The Trigger Effects of Flip monsters can activate during the Damage Step.
    • 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 "Naturia Horneedle" or "Heroic Champion - Gandiva", the effect cannot be activated during the Damage Step unless otherwise specified.
    • An optional Trigger Effect of a monster to Special Summon itself from the hand cannot be activated during 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.
    • It is still suggested to look at every card in this category on a case-by-case basis.
  • 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: "Chthonian Blast" and "Desrook Archfiend". In the TCG only, "Muko" can be activated during the Damage Step.

Damage Step: The Damage Step Begins[edit]

"At the start of the Damage Step"[edit]

Trigger and Fast Effects can be Activated[edit]

  • 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 "at the start of the Damage Step" 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.

Damage Step: Face-down Monsters are Flipped Face-up[edit]

  • Only conduct if the attack target is face-down.
  • 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.

Trigger and Fast Effects can be Activated[edit]

  • 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.

Damage Step: Before Entering the Damage Calculation[edit]

"Before Damage Calculation"[edit]

Trigger and Fast Effects can be Activated[edit]

  • 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 "before damage calculation" 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.

Damage Step: The Damage Calculation[edit]

  • Some Continuous effects are applied at this time, such as those of "Gaia Plate the Earth Giant", "Clear Vice Dragon", "Vampire Kingdom" and "Alien Telepath".
  • Optional ATK/DEF Modifiers cannot be activated at this time, unless they either specifically say "during damage calculation" or "Damage Step," such as "Honest".
  • If there is a Continuous effect that can prevent a monster from being destroyed by battle, you choose to apply it or not at this time; however, if there is something to be done "instead" of a monster being destroyed by battle, then it is done when destroyed-by-battle monsters are sent to the Graveyard.

"During Damage Calculation"[edit]

Trigger and Fast Effects can be Activated[edit]

  • Only triggered Effects and mandatory fast effects can be activated after "during damage calculation. Optional fast effects cannot be activated unless they would negate the activation of another effect (even if they alter ATK/DEF and can be activated during damage calculation).
  • If a card or effect is triggered or must activate after a Chain resolves during this time, a new Chain can be formed.

Damage Step: Battle Damage is Inflicted and Monsters are Destroyed by Battle[edit]

  • Only conduct if a battle occurred.
  • Battle damage is inflicted and monsters are now treated as destroyed-by-battle, although they are not sent to the Graveyard at this time. Effects such as of "Dark Ruler Ha Des" will start applying at this point.
  • Continuous effects of monsters that destroys themselves will now apply, if the monster survived the battle.

"After Damage Calculation" (1)[edit]

Trigger and Fast Effects can be Activated[edit]

  • 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 "after damage calculation" (1) 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.

Damage Step: After the Damage Calculation Passed[edit]

"After Damage Calculation" (2)[edit]

  • This is only 1 Chain.
  • Trigger Effects whose timing is "after damage calculation" are activated at this time, like "D.D. Warrior Lady" and "Wall of Illusion".
    • These effects are inconsistent of when they are activated. They may activate either at this time, or when responding to battle damage being inflicted.
  • The effects of Flip monsters 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.

Trigger and Fast Effects can be Activated[edit]

  • 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 "after damage calculation" (2) 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.

Damage Step: Destroyed-by-battle Monsters are sent to the Graveyard[edit]

  • Monsters that have been destroyed by battle are now sent to the Graveyard.
  • Continuous Effects that allow you to do something "instead" of a monster being destroyed by battle are now done at this time.
  • Monsters are now destroyed by battle; Continuous Effects like "The World Tree" or "Magical Citadel of Endymion" will now apply, cards that continuously-target (such as all Equip Cards, as well as "Call of the Haunted" and "Fiendish Chain") will be destroyed (by Game Mechanics and their own Continuous effects respectively), and Lingering Effects such of "Ojama Trio" will now apply.

"At the End of the Damage Step"[edit]

  • This is only 1 Chain.
  • Trigger effects and cards whose timing is "at the end of the Damage Step" are activated at this time, like "Blackwing Armor Master", "The Six Samurai - Zanji", "Chainsaw Insect", and "Yubel - The Ultimate Nightmare".
  • Cards and effects that activate "[when/if] [a monster] destroys a(n opponent's) monster by battle (and sends it to the Graveyard)..." will now activate at this time.
    • If the effect does not require to send the monster to the Graveyard, then in order to activate the triggered effect, the destroyed monster must leave the field by battle; also it triggers on the field. This means that no matter what happens to the attacking monster, as long as the attack target was a monster on the field, and it left the field by battle, the player who controlled the attacking monster can activate its effect (even if it's in the opponent's Graveyard).
    • If the effect requires to send the monster to the Graveyard, then in order to activate the triggered effect, the attacking monster must see the destroyed monster being destroyed by battle AND being sent to the Graveyard (as a monster). This means that the attacking monster must survive the battle and it checks the Graveyard if the destroyed by battle monster is there or not as a monster (tokens, Trap monsters, and non-Monsters from Magical Hats will not trigger these effects).
    • Since these effects are activated "at the end of the Damage Step", regardless of if it was destroyed by battle or not during damage calculation, if it leaves the field due to another card effect (such as Red Dragon Archfiend's) before "at the end of the Damage Step", these effects will not activate.
  • Cards and effects that activate "[when/if] [a monster] is destroyed by battle (and sent to the Graveyard)"... will now activate at this time.
    • If the effect does not require the monster to be sent to the Graveyard, then in order to activate the triggered effect, the monster must leave the field by battle and be sent to a place of Public knowledge, and it activates where-ever it is sent. If "Grave Protector" is face-up on the field, these effects will not activate.
    • If the effect requires the monster to be sent to the Graveyard, then it must be sent to the Graveyard in order to activate the triggered effect in the Graveyard.
    • Since these effects are activated "at the end of the Damage Step", regardless of if it was destroyed by battle or not during damage calculation, if it leaves the field due to another card effect (such as Red Dragon Archfiend's) before "at the end of the Damage Step", these effects will not activate.
    • Cards and effects that activate when a monster is destroyed in general are activated at this time, if that monster is destroyed by battle (such as "Ghostrick Specter").

Trigger and Fast Effects can be Activated[edit]

  • Before leaving 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 "at the end of the Damage Step" 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 leave the Damage Step, and ending effects that only apply during the Damage Step or until the end of the Damage Step such as "Armades, Keeper of Boundaries".


End Step[edit]

Once all battles have been done 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.

Effects that activate at the end of the Battle Phase at this time, if a monster attacks or attacked, only activate if the monster reaches the damage calculation, and survived the battle.

OCG Battle Phase[edit]

Start Step[edit]

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

Battle Step[edit]

  • 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, you enter the Damage Step (if a monster is attacking) or the End Step (if no monster is attacking).

Damage Step[edit]

Start of Damage Step[edit]

Before Damage Calculation[edit]

During Damage Calculation[edit]

  • You can activate the effects of "Kuriboh", "Defense Draw", and "Nutrient Z".
  • You can activate effects that activate during damage calculation, like "Injection Fairy Lily" or "Kinetic Soldier".
  • Effects which increase/decrease ATK/DEF CANNOT be activated.
  • After resolving cards, you move onwards. Cards cannot be activated in response to the chain. Only one Chain is allowed during this Substep.
  • After the chain, apply Continuous Effects like "Skyscraper", "The Wicked Avatar", "The Wicked Dreadroot".
  • After the chain, inflict battle damage, and decide whether the monster is destroyed by battle.
    • Cards and effects cannot be activated at this point.
  • Apply Continuous Effects like those of "Amazoness Swords Woman" and "Susa Soldier".
  • 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.
  • Determine if the monster is destroyed by battle.

After Damage Calculation[edit]

End of the Damage Step[edit]