Oh man!!! Card of Sanctity again (sorry)

Dr Sin

New Member
I was reading a post about CoS and Serial Spell and a doubt came to me. I read all the "big guys" answering that you can not chain Serial Spell to CoS and that in fact you can't chain anything to CoS.
So I remembered: isn't this situation very similar to Emergency Provisions activation? If I'm not wrong, when I saw somenone asking if he could chain his own cards to EP the answer was yes, he could activate EP, send 4 other cards to the grave, gain 4000 lp and then add link 2, 3, 4, 5 to the chain (activating possibily RoD, Waboku, Time Seal, Scapegoat etc).
So, am I misconfused?
Because it seems to me that only 1 card must be removed from play to activate CoS effect and you could chain everything else if you at the resolution of CoS have yet another card (excluding CoS itself) to remove.
For example: I have 1 face-up D.D. Survivor and 1 Strike-Ninja.
I have no cards in hand and draw CoS. It seems logical to me that I could chain Strike Ninja to remove himself for play (although it's not realy necessary, since I can first remove him from play with it's effect and then activate CoS, but consider the situation that I chain his effect to CoS).
I know that costs must be payed right in the activation of the card, but why then can EP be chained to and CoS can not?

PS: Sorry if the text is confused, but I believe that the main concept can be understood.

Thanks in advance,

Dr Sin
 
Lets look at Card of Sanctity's text:

Remove all cards in your hand and on your side of the field from play. Draw cards until you have 2 cards in your hand.

Remova all cards in your hand and field from play. Not just a few selected cards. In addition, this is a cost for activation. Costs take place before a card is added to the chain. You don't get an opportunity to chain anything to this card, because a cost MUST be paid before we can even begin to add this card to the chain block. As a result, by the time we get to the point where you can chain anything, all cards in your hand and on the field are gone.

The key thing to look at here is how costs work. Costs are non-refundable and must be paid prior to activating an effect. They do not use the chain and take place long before the effect your paying for is added to the chain. This is why if Serial Spell will be removed from play before we ever reach the next chain point.

Emergency Provisions is different for one significant reason. It's a Spell Speed 2, a Quick-Play Spell Card. Card of Sanctity is a Normal Spell Card. Why does this make a difference?

It makes a huge difference. Because now I can start a chain with all the Spell and Trap Cards on my field and add Emergency Provisions as the very last link in the chain.

Send Spell or Trap Cards on your side of the field to the Graveyard except this card. Increase your Life Points by 1000 points for each card sent to the Graveyard.

Now even though this is a cost just like Card of Sanctity, I already have a chain started here. It doesn't matter that all my cards are going to the Graveyard because I dont need them anymore. The current chain will resolve regardless if the cards are still on the field or not.
 
Don't get too confused with "Emergency Provisions". Remember, it is a Quick Play Spell Card, and therefor a Spell Speed 2 card, so it CAN be chained to other card effects.

"Card of Sanctity" is a Normal Spell card, so it is Spell Speed 1, and CANNOT be chained to anything.

Both cards have card removal as a cost, but they are definitely different.

Remember, you pay ALL costs at activation. Once the costs have been paid, THEN you can chain other cards or effects.

Let's take a look at both cards, and scenarios with each, shall we.

"Emergency Provisions"
I have no monsters on my side of the field. My opponent has 1 face-up monster.
I have set the following cards, from your example, "Ring of Destruction", "Waboku", "Time Seal", "Scapegoat", and "Emergency Provisions" all from a previous turn.
I want to activate all set cards, AND gain the 4000 LPs from "Emergency Provisions", so I start by activating "Emergency Provisions", but the cost must be paid 1st, so I have to choose which Spell/Trap cards to send to the Graveyard, so I pick the other 4 set cards. Now this isn't going to do what I want because now the 4 set cards are sent to the Graveyard BEFORE I can chain ANY of them. I do gain the 4000, but didn't get the chance to do the other things I wanted to. So, let's rewind a bit. In order to do this properly, I would have to make "Emergency Provisions" the LAST card activated in the chain. So the thing to do is start with one of the set cards and continue to chain from there. So a valid scenario would be:
Activate "Ring of Destruction", target opponent's monster, wait for opponent to respond to "Ring".
Opponent does not respond, chain, "Waboku", wait for opponent to respond.
Opponent does not respond, chain, "Time Seal", wait for opponent to respond.
Opponent does not respond, chain, "Scapegoat", wait for opponent to respond.
Opponent does not respond, chain, "Emergency Provisions", choose AND SEND cards for cost payment, wait for opponent to respond. (You choose to send the other 4 cards)
Opponent does not respond, chain is finished, resolve in reverse order.
"Emergency Provisions" resolves, you gain 4000 LPs.
"Scapegoat" summons out the 4 tokens.
"Time Seal" will force opponent to skip next Draw Phase.
"Waboku" resolves, no damage to you now.
"Ring of Destruction" destroys opponent's monster and you both take the damage.

See, with "Emergency Provisions", because it is a Spell Speed 2 card, you can chain it at the end of the chain (provided it is still possible), and it will do what it's supposed to do without stopping the resolution of the chain.

Ok, now, on to "Card of Sanctity".
You remove ALL cards from the field AND from your hand as the cost to activate this card. So, by the time the card has been successfully activated, there are NO CARDS left in your hand or on the field to chain because they have ALL been removed from play. So to use your example.

I have "Strike Ninja" and "D. D. Survivor" face-up on the field and "Card of Sanctity" in my hand. I want to get the full benefit of "Card of Sanctity" WITHOUT losing any monsters. I activate "Card of Sanctity" with the intention of chaining "Strike Ninja"s effect to it; however, I MUST pay the cost BEFORE I can chain to it, so I remove all cards from play on the field as the cost. But now "Strike Ninja" is gone and we can't chain his effect, because he is no longer face-up on the field. A better way to do this would have been to activate "Strike Ninja"s effect, by removing two Dark Monsters from your Graveyard. Then, once his effect has fully resolved, activate "Card of Sanctity" by removing ONLY the remaining "D. D. Survivor" from play. Then you can draw 2 cards. Then at the end of your turn, both monsters will return to the field. And, even better, if the two monsters you removed with "Strike Ninja"s effect were "D. D. Scout Plane"s, then they would return as well.

So, you see. You MUST pay the cost to activate an effect BEFORE it can be chained to. So if the effect has a cost that removes the card you intended to chain, then you can't chain that card. You would have to figure a different way to approach the situation.

Hope this helps.
 
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