Netrep Exclusive: Official Rulings Change Log, Part IV

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Sangan

You must show your opponent the monster you select from your Deck for this card's effect. If you have no eligible monsters, your opponent gets to see your Deck to verify.

The effect of "Sangan" only activates when it is sent from the field to the Graveyard, not from your hand or Deck, and not if it is removed from play.

If the Summon of this card is negated with "Horn of Heaven" or "Solemn Judgment" you do not get its effect.

If you control your opponent's "Sangan" and it is destroyed, your opponent gets the effect since it activates in his/her Graveyard.

You can chain to "Sangan"'s effect.

Scapegoat

You can only activate "Scapegoat" if you have 4 or more vacant Monster Card Zones.

If the effect of "Cyber Jar" is activated during the turn you already activated "Scapegoat" all monsters that could be Special Summoned will be sent to the Graveyard.

If your opponent chains "Magic Jammer" to your "Scapegoat" you may still perform Summons that turn, but if they chain "Imperial Order" you may not perform Summons.

You may offer Sheep Tokens as Tributes for Toon Monsters, since they are Special Summoned and not Tribute Summoned.

If the effect of "Royal Oppression" is chained to your "Scapegoat" your Sheep Tokens will not be Special Summoned and you still cannot perform any Summons that turn.

If you have already Summoned a monster, including a Special Summon caused by the effect of your opponent's "Cyber Jar" you cannot activate "Scapegoat".

You can Set a monster in the same turn you activate "Scapegoat".

If you control 2 monsters and your opponent activates "Change of Heart" to gain control of one and you later activate "Scapegoat" your monster will be destroyed during the End Phase if all 5 of your Monster Card Zones are still occupied.

If you activate "Monster Reborn" and your opponent chains "Imperial Order" you can chain "Scapegoat" and "Royal Decree" but only "Scapegoat" will resolve since "Scapegoat" will prevent any Special Summons, and therefore "Monster Reborn" cannot resolve.

Shadowknight Archfiend

If you don't have enough Life Points to pay for an Archfiend, the Archfiend is destroyed and you don't pay the cost.

You roll a die for Archfiends when your opponent resolves an effect that designates the Archfiend, not when it is activated. If the activation or effect of a card that designates your Archfiend is negated by some other card, then you do not roll a die for the Archfiend.

If your Archfiend is designated by "Barrel Dragon", roll a die for the Archfiend before flipping coins for "Barrel Dragon".

Rolling a die for an Archfiend cannot be chained to since you are resolving an effect.

The effect of rolling a die for an Archfiend is a Trigger Effect.

The effect of rolling a die for an Archfiend will be negated by "Skill Drain".

You can roll a die for an Archfiend during the Damage Step.

Shield & Sword

This card only switches the original (printed) ATK and DEF. All modifiers are then applied (or re-applied, as appropriate) to the new ATK and DEF.

Skull Archfiend of Lightning

If you don't have enough Life Points to pay for an Archfiend, the Archfiend is destroyed and you don't pay the cost.

You roll a die for Archfiends when your opponent resolves an effect that designates the Archfiend, not when it is activated. If the activation or effect of a card that designates your Archfiend is negated by some other card, then you do not roll a die for the Archfiend.

If your Archfiend is designated by "Barrel Dragon", roll a die for the Archfiend before flipping coins for "Barrel Dragon".

Rolling a die for an Archfiend cannot be chained to since you are resolving an effect.

The effect of rolling a die for an Archfiend is a Trigger Effect.

The effect of rolling a die for an Archfiend will be negated by "Skill Drain".

You can roll a die for an Archfiend during the Damage Step.

Spell Economics

You pay the 500 Life Points to restore "Horn of Light" to your Deck even if "Spell Economics" is on the field.

Spellbinding Circle

The Battle Position of a monster targeted by this card can still be changed by card effects, such as "Book of Moon", "Stop Defense", etc.

This card may select a face-down monster as a target. This prevents the monster from being Flip Summoned, but it will still be flipped face-up if it is the target of an attack.

If the targeted monster is Tributed, changed into an Equip Spell Card by the effect of "Relinquished", returned to the owner's hand, or otherwise removed from the field without being destroyed, "Spellbinding Circle" remains on the field meaninglessly.

You can chain "Spellbinding Circle" to the activation of a Flip Effect when a monster is Flip Summoned or flipped face-up, but it will not negate the activation or resolution of the Flip Effect.

You can activate "Change of Heart" and take control of a monster targeted by "Spellbinding Circle" but you cannot attack with it or change its Battle Position.

If a monster attacks and you activate "Spellbinding Circle", the monster's attack stops.

Stop Defense

Using "Stop Defense" on a face-down monster does not constitute a Flip Summon, so "Trap Hole" could not be used.

Swords of Revealing Light

This card remains on the field and is active until the end of your opponent's third turn. This card must be on the field for its effect to be active.

If this card is destroyed or removed from the field by the effect of another card, such as "Heavy Storm" or "Giant Trunade", the opponent may then attack.

If multiple Flip Effect monsters are flipped face-up by the effect of "Swords of Revealing Light" the effects are activated simultaneously and follow the rules for simultaneous effects found in the "Advanced Gameplay" section of this website.

If "Imperial Order" is active on the field you can still activate "Swords of Revealing Light" and it will maintain its turn count, but it will NOT flip monsters face-up or prevent the opponent from attacking. If "Imperial Order" is destroyed after "Swords of Revealing Light" has been on the field for two of your opponent's turns, it will only prevent your opponent from attacking for one turn and then be destroyed.

Taunt

If a monster selected by "Taunt" is moved to the turn player's side of the field, the turn player can conduct attacks normally without worrying about the effect of "Taunt", because without a card effect that allows it, a player cannot attack monsters on his own side of the field.

If multiple monsters are selected by multiple "Taunts", the turn player selects 1 of the monsters selected by "Taunt" and can attack it.

If 1 monster is selected by "Taunt" and another is equipped with "Ring of Magnetism", the turn player must attack the monster equipped with "Ring of Magnetism" if he attacks.

Terrorking Archfiend

If you don't have enough Life Points to pay for an Archfiend, the Archfiend is destroyed and you don't pay the cost.

You roll a die for Archfiends when your opponent resolves an effect that designates the Archfiend, not when it is activated. If the activation or effect of a card that designates your Archfiend is negated by some other card, then you do not roll a die for the Archfiend.

If your Archfiend is designated by "Barrel Dragon", roll a die for the Archfiend before flipping coins for "Barrel Dragon".

Rolling a die for an Archfiend cannot be chained to since you are resolving an effect.

The effect of rolling a die for an Archfiend is a Trigger Effect.

The effect of rolling a die for an Archfiend will be negated by "Skill Drain".

You can roll a die for an Archfiend during the Damage Step.

The End of Anubis

When "Night Assailant" is discarded to activate the effect of "Tribe-Infecting Virus", and Fiend is named, the effect of "Night Assailant" is activated after "Tribe-Infecting Virus" resolves because "The End of Anubis" is no longer on the field.

You cannot send "Desrook Archfiend" to the Graveyard for its effect while "The End of Anubis" is on the field, because the effect of "Desrook Archfiend" designates the destroyed "Terrorking Archfiend" in the Graveyard.

The Eye of Truth

When "The Eye of Truth" is activated in a chain you do not see your opponent's hand until "The Eye of Truth" resolves. So if "The Eye of Truth" is step 3 in a 5 step chain, steps 5 and 4 will resolve, then "The Eye of Truth" resolves and your opponent reveals his/her hand, then steps 2 and 1 resolve.

When "The Eye of Truth" is active and a card such as "Robbin' Goblin" requires that the opponent discard a card from their hand randomly, the opponent should hide and shuffle his hand, discard a random card, and then reveal their hand again.

The Flute of Summoning Dragon

You can activate "The Flute of Summoning Dragon" if your opponent controls a face-up "Lord of D." and you do not.

You must Special Summon at least 1 Dragon-Type monster or you cannot activate this card.

The Law of the Normal

The requirement to have 5 face-up Level 2 or lower Normal Monsters only has to be met when "Law of the Normal" is activated, not when it resolves.

Time Wizard

The effect of "Time Wizard" is a Cost Effect, and therefore can only be activated during your Main Phase 1 or 2.

Toon Mermaid

This rule applies for "Toon Mermaid", "Toon Summoned Skull", "Manga Ryu-Ran" and "Blue-Eyes Toon Dragon": If "Toon World" is returned to a player's hand, with cards such as "Giant Trunade" these Toon Monsters are not destroyed since "Toon World" was not destroyed.

Toon Summoned Skull

This rule applies for "Toon Mermaid", "Toon Summoned Skull", "Manga Ryu-Ran" and "Blue-Eyes Toon Dragon": If "Toon World" is returned to a player's hand, with cards such as "Giant Trunade" these Toon Monsters are not destroyed since "Toon World" was not destroyed.

Toon World

The 1000 Life Points needs to only be paid once when this card is activated. Paying 1000 Life Points is a cost.

Trap Master

This card can destroy a Trap Card on either side of the field. So if your opponent has no Trap Cards and no Set Spell or Trap Cards, you must destroy a card on your side of the field. If it is face-down Spell Card you must reveal it to your opponent, and it is not destroyed.

Two-Man Cell Battle

You can chain to the Special Summoning effect of "Two-Man Cell Battle".

Ultimate Baseball Kid

If 2 "Ultimate Baseball Kids" are on the field, and no other FIRE monsters, each of them has an ATK of 1500.

Vilepawn Archfiend

If you don't have enough Life Points to pay for an Archfiend, the Archfiend is destroyed and you don't pay the cost.

You roll a die for Archfiends when your opponent resolves an effect that designates the Archfiend, not when it is activated. If the activation or effect of a card that designates your Archfiend is negated by some other card, then you do not roll a die for the Archfiend.

If your Archfiend is designated by "Barrel Dragon", roll a die for the Archfiend before flipping coins for "Barrel Dragon".

Rolling a die for an Archfiend cannot be chained to since you are resolving an effect.

The effect of rolling a die for an Archfiend is a Trigger Effect.

The effect of rolling a die for an Archfiend will be negated by "Skill Drain".

You can roll a die for an Archfiend during the Damage Step.

Waboku

"Waboku" makes Battle Damage dealt by your opponent's monsters to your monsters and to your Life Points become zero.

"Waboku" applies to ALL of the monsters on that player's side of the field for the entire turn.

To illustrate how "Waboku" works, here are some scenarios and their results:

SCENARIO 1: Player A's "Mega Thunderball" attacks Player B's "Mega Thunderball", and Player B activates "Waboku". RESULT: Player A's (attacking) "Mega Thunderball" is destroyed. Player B's "Mega Thunderball" (with equal ATK) is NOT destroyed.

SCENARIO 2: Player A activates "Waboku". Player A's "Mega Thunderball" then attacks Player B's "Mega Thunderball". RESULT: Player B's "Mega Thunderball" is destroyed. Player A's (attacking) "Mega Thunderball" is NOT destroyed. So you can use "Waboku" "offensively" when attacking an equal ATK monster.

SCENARIO 3: Player A activates "Waboku". Player A's "Blue-Eyes White Dragon" then attacks Player B's "Sanga of the Thunder". Player B uses "Sanga of the Thunder"'s effect (during the Damage Step). RESULT: Player A's "Blue-Eyes White Dragon" (ATK 0) is not destroyed, nor does Player A lose any Life Points, because of Player A's "Waboku".

SCENARIO 4: Player A's "Mega Thunderball" attacks Player B's "Mega Thunderball". Player B activates "Fairy Box" or "Mirror Wall". Player A activates "Waboku". RESULT: Player A's "Mega Thunderball" (with reduced ATK) is not destroyed, nor does Player A lose any life points, because of Player A's "Waboku". But because Player A's "Mega Thunderball" had reduced ATK, Player B's "Mega Thunderball" is not destroyed either.

Wall of Illusion

If the monster battling with "Wall of Illusion" is somehow destroyed during Damage Calculation, it is sent to the Graveyard and NOT returned to the owner's hand.

Witch of the Black Forest

You must show your opponent the monster you select from your Deck for this card's effect. If you have no eligible monsters, your opponent gets to see your Deck to verify.

The effect of "Witch of the Black Forest" only activates when she is sent from the field to the Graveyard, not from your hand or Deck, and not if she is removed from play.

If the Summon of this card is negated with "Horn of Heaven" or "Solemn Judgment" you do not get its effect.

If you control your opponent's "Witch of the Black Forest" and it is destroyed, your opponent gets the effect since it activates in his/her Graveyard.

You can chain to the activation of "Witch of the Black Forest"'s effect.

Zombyra the Dark

If this monster is flipped face-down its effect is reset (its ATK will again be 2100).

You can damage your opponent's Life Points by attacking an opponent's monster with a lower ATK than "Zombyra the Dark", but you cannot attack directly with him.

If "Zombyra the Dark" is the target of "Dark Spirit of the Silent" and your opponent controls no monsters, it may attack directly.

The reduction in ATK occurs immediately after the opposing monster is destroyed.
 
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