Monday, November 19, 2007

Card Rulings : Light And Darkness Dragon

OMG guys! Upperdeck's rulings on our favourite dragon [Light And Darkness Dragon] is out!OMG! The second and third sentence of the rulings is a little confusing for the players. Do ask us if you have any questions. =D.... And phew... It sure is LONG! Picture and Effect below for reference.


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YG01-JP001
[Light And Darkness Dragon]
Attribute: Light, Type: Dragon
Effect Monster, 8 stars, Atk 2800 / Def 2400
This card cannot be Special Summoned. This card is treated as a Dark Attribute while it is Face-Up on the field. As long as this card is Face-Up on the field, the activation of the effects of effect monsters , magic and trap cards will be negated. When this effect is activated, this card's Attack and Defense is reduced by 500 points. When this card is destroyed and sent to the graveyard, select one monster in your graveyard to activate the effect. Destroy all cards on your side of the field, and special summon the selected monster onto your side of the field.


Rulings:

“Light and Darkness Dragon’s” first effect is a Continuous Effect that makes its Attributes both LIGHT and DARK while it is face-up on the field.

“Light and Darkness Dragon’s” second effect that negates the activation of Spell, Trap, and the effects of Effect Monsters is a Multi-Trigger Effect. “Light and Darkness Dragon” loses 500 ATK and DEF when its effect is resolved, after negating the activation of the Spell, Trap, or effect of the Effect Monster. This effect can be activated during the Damage Step.

“Light and Darkness Dragon’s” second effect can only activate once during the Chain. If a Spell, Trap, or effect of an Effect Monster is chained to the second effect of “Light and Darkness Dragon”, “Light and Darkness Dragon’s” second effect will not activate again in that same Chain.

If the ATK and DEF of “Light and Darkness Dragon” are less than 500 when a Spell, Trap, or effect of an Effect Monster is activated, the second effect of “Light and Darkness Dragon” will still activate but when it resolves it will not negate the activation of the Spell, Trap, or effect of the Effect Monster because its ATK and DEF cannot be reduced by 500.

The ATK and DEF lost by “Light and Darkness Dragon” from its second effect is applied to its total ATK, including all other gains and losses of ATK and/or DEF. Example: If you use the second effect of “Light and Darkness Dragon” 4 times (500 X 4 = 2000 loss of ATK and DEF) while “Luminous Spark” is face-up on the Field Spell Card Zone, the “Light and Darkness Dragon” will have 1300 ATK and 0 DEF. If “Luminous Spark” is then removed from the field or negated, the “Light and Darkness Dragon’s” would change to 800 ATK and 400 DEF.

If “Shrink” is used to halve the original ATK of “Light and Darkness Dragon”, the original ATK of “Light and Darkness Dragon” is halved to create a new current ATK and then the ATK and DEF lost by the effect of “Light and Darkness Dragon” is reapplied. Example: If you use the second effect of “Light and Darkness Dragon” twice (500 X 2 = 1000 lost ATK and DEF) and “Shrink” is used to halve the original ATK of “Light and Darkness Dragon”, the effect of “Shrink” is applied (2800 / 2 = 1400 ATK) and then “Light and Darkness Dragon’s” ATK is reduced by 1000 (1400 – 1000 = 400) for a total of 400 ATK and 1400 DEF. When the effect of “Shrink” is no longer applied (because the turn had ended, etc.), reapply the lost ATK and DEF to the “Light and Darkness Dragon’s” original ATK of 2800. (In our example, the values would be 1800 ATK and 1400 DEF)

“Light and Darkness Dragon’s” third effect is a Trigger Effect that activates whenever “Light and Darkness Dragon” is destroyed and sent to the Graveyard. This effect targets 1 monster in its owner’s Graveyard. When “Light and Darkness Dragon’s” effect is resolved, you will destroy every card you control and then Special Summon the selected monster from your Graveyard.

If your “Light and Darkness Dragon” is the only card on your side of the field when it is destroyed and sent to your Graveyard, its effect to Special Summon 1 monster from your Graveyard will still activate, even though you control no cards.

If the monster you select to Special Summon is removed from the Graveyard in Chain (by using “D.D. Crow”, etc.), before resolving the effect of “Light and Darkness Dragon”, the selected monster will not be Special Summoned but you will still destroy every card that you control.

When “Light and Darkness Dragon” is destroyed and sent to your Graveyard while you have no monsters in your Graveyard that you can Special Summon, the effect of “Light and Darkness Dragon” will not Special Summon a monster but it will still destroy every card you control.

“Light and Darkness Dragon’s” third effect will activate when it is destroyed while in the hand or the Deck and sent to the Graveyard. Example: “Light and Darkness Dragon” is destroyed by “Crush Card Virus” while in the player’s hand.

If “Light and Darkness Dragon” is removed from the field or flipped face-down, any loses of ATK and DEF from its effect are reset and will not be reapplied when it is returned to the field or flipped face-up.

If “Light and Darkness Dragon” is Summoned or flipped face-up while “Skill Drain” is active, “Light and Darkness Dragon’s” first effect will be negated. Its second effect will still activate whenever a Spell, Trap, or effect of an Effect Monster is activated, but the effect of “Light and Darkness Dragon” will be negated so the activation of the Spell, Trap, or effect of Effect Monster will not be negated and “Light and Darkness Dragon” will not lose ATK or DEF. Its third effect that activates when it is destroyed and sent to the Graveyard will not be negated because this effect activates and resolves while “Light and Darkness Dragon” is not on the field.

If you cannot Special Summon a monster because of a card’s effect (“Scapegoat”, etc.) when “Light and Darkness Dragon” is destroyed and sent to the Graveyard you will not be able to Special Summon the selected monster but you must still destroy every card that you control.

If you cannot Special Summon a monster because all of your Monster Card Zones are forbidden (by “Ground Collapse”, “Ojama Knight”, etc.) when your “Light and Darkness Dragon” is destroyed and sent to the Graveyard, the effect of “Light of Darkness Dragon” will not Special Summon a monster but it will still destroy every card that you control.

“Light and Darkness Dragon” cannot negate the activation of the Ignition-like effect of Continuous Spell or Trap Cards (“Ultimate Offering”, etc.) or Field Spell Cards (“Ancient City – Rainbow Ruins”, etc.). “Light and Darkness Dragon’s” second effect activates when a Spell or Trap Card is first activated (placed face-up onto the field or flipped face-up).

When the effect of a Normal Spell Card is activated in the Graveyard due to the effect of “Destiny Hero – Diamond Dude”, “Light and Darkness Dragon’s” second effect will not activate because the Normal Spell Card is not “activated”.

When “Light and Darkness Dragon” negates the activation of a Continuous Spell or Trap Card, the Continuous Spell or Trap Card is sent to the Graveyard. When “Light and Darkness Dragon” negates the activation of “Swords of Revealing Light”, the “Swords of Revealing Light” is sent to the Graveyard.

When the effect of a Spell, Trap, or effect of an Effect Monster is activated while the card is in your hand (“Green Baboon, Defender of the Forest”, etc.), the card will remain in the player’s hand when its activation is negated by “Light and Darkness Dragon”. (you can refer this to [Envoy of Hades - Gors] effect.)

If a monster with an optional Trigger Effect, like “Peten the Dark Clown” or “Infernal Dragon”, is destroyed by “Light and Darkness Dragon”, the timing to activate the effect is missed because immediately afterwards a monster is Special Summoned. The last thing to happen when resolving the effect is the Special Summon of a monster and not the destruction of “Peten the Dark Clown” or “Infernal Dragon”.

When “Light and Darkness Dragon” negates the activation of a Spell, Trap, or effect of an Effect Monster that can only be activated once per turn (“Blowback Dragon”, etc.), the Spell, Trap, or effect of the Effect Monster cannot be activated again because the Spell, Trap, or effect of the Effect Monster is treated as having been activated during that turn. If the effect of the Effect Monster can be activated multiple times during the same turn (“Treeborn Frog”, etc.), the effect of the Effect Monster can be activated again.

If you have 2 or more “Light and Darkness Dragon” face-up on your side of the field when a Spell, Trap, or effect of an Effect Monster is activated, the effect of each “Light and Darkness Dragon” form a Chain, but only the effect of the first “Light and Darkness Dragon” on the Chain will resolve. The other “Light and Darkness Dragon” on the Chain will not negate the activation of the Spell, Trap, or effect of the Effect Monster and they will not lose any ATK or DEF from their effect.

If you Tribute “Sangan” and “Witch of the Black Forest” to Tribute Summon “Light and Darkness Dragon”, the effect of “Sangan” and “Witch of the Black Forest” form a Chain. “Light and Darkness Dragon” will negate the activation of whichever effect is placed second on the Chain.

If the second effect of “Light and Darkness Dragon” is activated and an effect is chained that removes “Light and Darkness Dragon” from the field or flips it face-down, the effect of “Light and Darkness Dragon” will disappear and the Spell, Trap, or effect of the Effect Monster will not be negated.

If “Light and Darkness Dragon” negates the activation of “Twin-Headed Behemoth’s” effect, the effect of “Twin-Headed Behemoth” will not activate again during the Duel.

If the activation of “Destiny Hero – Dasher’s” effect that Special Summons a monster is negated by “Light and Darkness Dragon”, the “Destiny Hero – Dasher” will not be able to activate the effect while it remains in the Graveyard. If it is removed from the Graveyard and then later returned to the Graveyard, it will be able to activate its effect once again.

If “Light and Darkness Dragon” negates the activation of a Spirit Monster’s effect that would return it to its owner’s hand, the effect of the Spirit Monster will activate again during the same End Phase.

“Light and Darkness Dragon” will negate the activation of “Serpentine Princess’” effect when the face-up “Serpentine Princess” is sent from the field to the Deck. (“Serpentine Princess” remains in the Deck)

“Light and Darkness Dragon” will negate the activation of “Mokey Mokey King’s” effect that activates when it is removed from the field, even if it is returned to the Fusion Deck.

If “Light and Darkness Dragon” is destroyed and sent to the Graveyard while being treated as an Equip Card, its third effect that Special Summons 1 monster will activate.

When a monster is Summoned that has an effect that activates at the time the monster is successfully Summoned (“Zaborg the Thunder Monarch”, “Breaker the Magical Warrior”, etc.) while “Light and Darkness Dragon” is face-up on the field, the effect of the Summoned monster will be Chain Link 1 and “Light and Darkness Dragon” will be Chain Link 2. Because of this, it is not possible to use “Pulling the Rug” to negate the effect of the monster if it was Normal Summoned.

If “Light and Darkness Dragon” negates the activation of the effect of “Majestic Mech – Ohka” or “Majestic Mech – Goryu” that activate during the End Phase, the effect of the “Majestic Mech – Ohka” or “Majestic Mech – Goryu” will activate again during the same End Phase. If the effect of “Majestic Mech – Ohka” or “Majestic Mech – Goryu” is activated during the End Phase while “Light and Darkness Dragon” has less than 500 ATK and DEF, the second effect of “Light and Darkness Dragon” will still activate, but it will not be able to negate the effect and the “Majestic Mech – Ohka” or “Majestic Mech – Goryu” will be sent to the Graveyard.

Sunday, November 18, 2007

Card Ruling : Heart Of The Underdog

Okay! Due to Yuhang's request, I decided to post the rulings up for [Heart Of The Underdog] for all the players to take a look! The rulings are taken from upperdeck ya! Picture and effect below for reference.

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DR2-EN032
[Heart Of The Underdog]
Continuous magic card
During your draw phase, if you draw a Normal monster card(s). You can draw 1 more card by showing it to your opponent.


Rulings:

Missing the Timing: Suppose you have 3 copies of [Heart of the Underdog] on the field, and draw a Normal Monster Card during your Draw Phase. All 3 copies of [Heart of the Underdog]immediately activate their effects, and because they activate simultaneously, they form a chain with Chain Links 1, 2, and 3. If you draw a Normal Monster card for Chain Link 3 or Chain Link 2, your copies of [Heart of the Underdog] do not activate again. This is because they are “when… you can” optional Trigger Effects, and you “miss the timing” because you drew the Normal Monster Card during a chain and not as Chain Link 1. However, if you draw a Normal Monster Card for Chain Link 1, all 3 copies of [Heart of the Underdog] will activate their effects again.

[Heart of the Underdog] doesn’t only activate if you draw a Normal Monster Card for your standard draw. It will also activate its effect if you draw a Normal Monster Card with a card effect such as [Reload], [Jar of Greed], or [Heart of the Underdog].

When you draw a Normal Monster Card, if you want to activate the effect of [Heart of the Underdog] you have to show it to your opponent immediately. You can’t do anything else in between.

A Normal Monster Card means a yellow card with no effect. A Ritual Monster with no effect is not a Normal Monster Card. A card like [Blue-Eyes Toon Dragon] is not a Normal Monster Card.

When you show a Normal Monster Card to your opponent to activate [Heart of the Underdog], your opponent can chain [Drop Off]. You will have to discard that Normal Monster Card, but [Heart of the Underdog] still resolves its effect.

If you draw multiple cards at the same time during your Draw Phase, such as with [Reload], only 1 of the cards needs to be a Normal Monster to trigger [Heart of the Underdog], since they are all drawn at the same time. If you activate [Reload] in your Draw Phase and draw 5 Normal Monster Cards, your [Heart of the Underdog] only activates 1 time because it says “card(s)”.


Again rulings are taken from upperdeck. To Yuhang: Hope this helps!

Friday, November 9, 2007

Card Review: Torture Golem

Ok guys, its been awhile since my last review. Been mapling too much until I've got not much time to do my reviews. Well, I've decided to do Torture Golem from Johan Duelist Pack.

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「トーチ・ゴーレム」
DP07-JP011 Torture Golem [Ultra Rare]
DARK/Demon - Effect/8/3000/300
This card cannot be Normal Summoned or Set. If this card is played from your hand, Special Summon 2 "Torture Tokens" (Demon/DARK/Level 1/ATK 0/DEF 0) on your side of the field in attack mode and then you must Special Summon this card on your opponent's side of the field. When this card is Special Summoned, you cannot Normal Summon or Set this turn.
*Translation Text taken from http://manjyomethunder.twoday.net*

Lets just jump to the main use of this card. Summoning 2 tokens on your side of the field & summoning this card to opponent's side of the field.
So what's so good about this? Many uses. Using the tokens and another monster for tributes for cards like [D-Hero Bloo-D], or another Demon monster for [Raviel, Lord of Phantasms] since the tokens are Demon sub types too. If you used [D-Hero Bloo-D], equipping the [Torture Golem] from the opponent's side of the field instantly gives your [D-Hero Bloo-D] at 3400 attack. While [Raviel, Lord of Phantasms] would be a big beatstick for opponent to worry about.

This card's uses are of course more than just monsters, there are Magic and Trap supports for it too.
LE7-JP002
Mark of Proprietor
Magic - Normal
Return all monsters on the field to its owner's control.
*Translation Text taken from http://dmcomet.com*

303-047
Freedom From Control
Trap - Continuous
When this card is on the Field, the control of all of your and your opponent's Monsters return to their respective owners.
*Translation Text taken from http://dmcomet.com*

Both of them are of the same effect. So basically, with this two cards, your [Torture Golem] would be considered yours and you would get two free tokens (they are in attack mode however). I know that LE card is hard to get. I personally had a tough time finding it... I couldn't even find one copy! Anyways, I was playing these few cards together with Lava Golem, since those cards somehow synchronise. (Benjamin/Ah Gong's idea, so he die also won't lend me his [Mark of Proprietor] !#$^%^!#!@#)

Its always nice to have a 3k beat stick on ur field stressing your opponent on killing it, while having those attack mode tokens would be alittle bit of a problem since you are not able to normal summon for that turn anymore. So playing more protective magic/traps would also be advisable if you are playing [Torture Golem].
All in all, its still my favourite card out of the Duelist Pack set!

Sunday, November 4, 2007

Card Ruling : Bountiful Artemis

Below here is the ruling for [Bountiful Artemis]. Due to a mistake of ruling on Saturday, I decided to find out it's actual rulings and post it here in order not to confuse more players out there. Picture and Effect below for reference

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EOJ-JP020
[Bountiful Artemis]
Attribute: Light, Type: Angel
Effect Monster, 4 stars, Atk 1600/ Def 1700
When this card is Face-up on the field, draw one card from your deck each time a Counter Trap is activated.


The effect of [Bountiful Artemis] is a continuous effect, and cannot be chained to. You will draw 1 card immediately after a Counter Trap's effect have resolved.

Your [Bountiful Artemis] effect will activate even if your opponent is the one who activated the Counter Trap.

If [Seven Tools Of the Bandit] is used to negate the activation of another Trap Card, such as [Magic Jammer] , you will not draw a card for [Magic Jammer] since its activation was negated.


People using [Bountiful Artemis] , do take note of it's rulings.

Friday, November 2, 2007

Card Review : Phantom Gunman

Hey all ! Long time no see! Goulian here by the way lol ! I was busy preparing for my O lvls and because of that, I was unable to post up any card reviews for like... 1 month plus? Well there is still 2 more papers before I am really free! So since I have some free time at my hands now. I'll do a review on a new card released in Johan's Duelist Pack. The card is [Phantom Gunman]! Picture and Effect below for reference.


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DP07-JP009
[Phantom Gunman]
Attribute: Dark , Type: Demon
Effect Monster , 4 stars , Atk 1100/Def 800
When this card is Normal or Flipped Summoned Successfully, you may Special Summon [Gunman Tokens]( Attribute: Dark, Type: Demon , 4 Stars , Atk/Def 500) equal to the number of monsters you control on your side of the field. During your Standby Phase, you may inflict 300 points of damage to your opponent's lifepoints for each Face-Up monster with [Gunman] in their names on your side of the field. If this effect was activated, in this turn all monsters on your side of the field with [Gunman] in their names cannot declare an attack.

So... The stats for this card is not really too small, an attack of 1100 can be compensated by the its own token producing effect. Tokens for 500 attack points can make it a 1600 attack for that turn, if the only monster you had was [Phantom Gunman] only. Naturally it will produce 1 token at least. Do note that the effect will only be activated only when [Phantom Gunman] was Normal Summoned or Flipped Summoned Successfully. It does not produce tokens when you Special Summon him back from the graveyard or by any other methods.

Ok so lets talk about the Damage Effect now. For each Face-Up [Gunman] monster you control, you are able to deal 300 points of damage to your opponent's lifepoints for each of them. Quite a good effect I will say. Since it's attack points are not very high to start with to be able to defeat the monsters of the metagame these days. An effect to deal direct damage will be good while it is able to defend the controller too. Burn or Stall Decks can consider this. Works well with cards like [Level Limit - B] or [Gravity Bind]. Typical Stall or Burn Deck Cards.

Now again about it's token producing effect. The [Gunman Tokens] are each of 500 attack and defend points. And they belong to a Attribute that is very strong! Dark Attribute. Since they are below 1000 points of attack strength. A card like [Crush Card Virus] in english also known as [Deck Destruction Virus Of Death] in jap will be able to use the [Gunman Tokens] really well. Since they are sort of like a "Free" sacrifice for the card.

Talking about Sacrifices.... I do remember that the [Phantom Gunman] and it's [Gunman Tokens] are all of the Demon Type. And since using this card will be able to generate at least 1 to 2 tokens onto your field. By having 3 Demon Type sacrifices. We can try summoning [Raviel-Lord of Phantoms] using them! Wow that will surely be a very big beatstick! And also speaking about 3 monster sacrifices... We can also use another Great monster that has been around for quite awhile in our metagame. Using 3 sacrifices for our [D-HERO Bloo-D] ! A more powerful effect monster to go in for the kill =D! The [Gunman Tokens] can't be used for [Arcana Force EX - THE LIGHT RULER] though.. Thats sad for me... Because tokens cannot be sent to the graveyard =( ....

This monster also works well with Normal Summoning other high level monsters too. Typically like our favourite dragon these days.. The [Light And Darkness Dragon].. Or maybe even monsters that needs 3 sacrifices to Normal Summon them out. Cards like [Devil's Avatar], [Devil's Dreadroot], [Devil's Eraser] will really make good use of them. Cards that support Normal Summoning too can also work well with [Phantom Gunman] and it's [Gunman Tokens]. Like [Ultimate Offering] and [Second Summon] , granting extra Normal Summoning opportunities to summon out high level monsters. Or... You can simply try using [Cannon Soldier] to deal your opponent some heavy effect damage!

Well thats the end of my review for [Phantom Gunman] , any questions or comments, do tell us at the Duel Chat! box at the right hand side of this site. And its... 2 down! 14 more new cards to go! Do expect another exciting review from Kenneth on the new cards from the new duelist packs!