Can you quick play from your hand




















Do note that the card or effect in question will resolve without effect, but it still resolves. Trigger effects cannot chain off of other cards This is fundamentally a Spell Speed question. As such, it is Spell Speed 1 the same applies to trigger-like effects, which are the equivalent for spell and trap cards.

When can you activate quick effect Yugioh? When can I use quick play spells? Rage of Kairyu-Shin If "Umi" is on the field: Target monsters your opponent controls, up to the number of WATER monsters you control whose original Levels are 5 or higher; destroy them, and if you do, the zones they were in cannot be used until the end of the next turn.

You can only activate 1 "Rage of Kairyu-Shin" per turn. At the End Phase of your turn, destroy all face-up Plant-Type monsters you control. Rainbow Refraction If a monster s you control whose original name is "Rainbow Dragon" or "Rainbow Dark Dragon" activated its effect this turn: Special Summon any number of "Crystal Beast" monsters with different names from your Deck. Xyz Materials attached to that target also become Xyz Materials on the Summoned monster.

It gains this effect. This card gains ATK for each Level 4 or higher monster you control. During your opponent's turn:Target 1 face-up Xyz Monster your opponent controls that has no Xyz Materials; take control of that face-up Xyz Monster your opponent controls, then Special Summon from your Extra Deck, 1 "Raidraptor" monster that is 1 Rank higher than that monster you control, by using it as the Xyz Material.

These Special Summons are treated as Xyz Summons. Rapid Trigger Fusion Summon 1 Fusion Monster from your Extra Deck, by destroying Fusion Materials listed on it from your field, but it can only attack monsters Special Summoned from the Extra Deck, also it is unaffected by activated effects from any other monster Special Summoned from the Extra Deck.

You can only activate 1 "Rapid Trigger" per turn. Rebellion During either player's Battle Phase: Target 1 monster your opponent controls; take control of it until the end of the Battle Phase, also other monsters you control cannot attack for the rest of this turn. You can only activate 1 "Rebellion" per turn.

During your Main Phase: You can banish this card from your GY, then target 1 Effect Monster your opponent controls; equip that target to an "Eyes Restrict" Fusion Monster or "Relinquished" you control, as if it were equipped by that monster's effect. You can only use each effect of "Relinquished Fusion" once per turn.

Reload Add all cards in your hand to your Deck and shuffle it. Then draw the same number of cards that you added to your Deck. You can only activate 1 "Resonator Command" per turn. Ring of Defense You can only activate this card in response to the activation of a Trap Card effect that inflicts damage. Make the effect damage of that Trap Card 0.

You cannot declare attacks the turn you activate this card, except with monsters "Fur Hire". You can only activate 1 "Rookie Fur Hire" per turn. Roulette Spider When an opponent's mosnter declares an attack: Roll a six-sided die and apply the result. Runaway Karakuri Select 1 face-up "Karakuri" monster on the field. S-Force Showdown Activate 1 of the following effects. Target 1 "S-Force" monster in your GY; add it to your hand.

You can only activate 1 "S-Force Showdown" per turn. You can only activate 1 "Saber Reflection" per turn. If you control 2 or more different kinds of monsters Ritual, Fusion, Synchro, or Xyz : Activate 1 or more effects, depending on the number of different kinds you control, and resolve in sequence.

Salamangreat Burning Shell Special Summon 1 "Salamangreat" monster from your hand, but negate its effects, then, immediately after this effect resolves, Link Summon 1 "Salamangreat" Link Monster using materials you control, including the Summoned monster. This turn, that Link Summoned monster cannot attack or activate its effects. You can only activate 1 "Salamangreat Burning Shell" per turn. Salamangreat Circle Activate 1 of these effects: Add 1 "Salamangreat" monster from your Deck to your hand.

Target 1 "Salamangreat" Link Monster you control that was Link Summoned using a monster with the same name as material; that Link Monster is unaffected by monster effects this turn, except its own. You can only activate 1 "Salamangreat Circle" per turn. This is treated as a Link Summon.

You can only activate 1 "Salamangreat Transcendence" per turn. Sargasso Lighthouse When a Spell effect that would inflict damage to you is activated: You take no damage from that effect.

While this card is in your Graveyard, you take no damage from the effect of "Sargasso the D. Battlefield" from your Deck to your hand. Satellarknight Skybridge Target 1 "tellarknight" monster you control; Special Summon 1 "tellarknight" monster with a different name from your Deck, and if you do, shuffle the targeted monster into the Deck.

While the monster Special Summoned by this effect is face-up on the field, you cannot Special Summon monsters, except "tellarknight" monsters.

You can only activate 1 "Satellarknight Skybridge" per turn. You cannot Summon other monsters the turn you activate this card but you can Set. If your opponent's monsters on the field outnumber your non-Token monsters on the field: Tribute any number of "Mecha Phantom Beast Tokens"; Special Summon an equal number of "Mecha Phantom Beast" monsters from your Deck. Shuffle them into the Deck during the End Phase.

You can only activate 1 "Scramble!! Scrap Fist Target 1 "Junk Warrior" you control; if it battles an opponent's monster this turn while you control it, apply these effects. Your opponent cannot activate cards or effects until the end of the Damage Step. If it attacks a Defense Position monster, inflict piercing battle damage to your opponent. Double any battle damage your opponent takes.

It cannot be destroyed by battle. Destroy that opponent's monster that battled it at the end of the Damage Step. Scrap Sheen Select 1 face-up "Scrap" monster you control and destroy it. Scrapstorm Select 1 face-up "Scrap" monster you control.

Send 1 "Scrap" monster from your Deck to the Graveyard, then draw 1 card. Then, destroy the selected monster. Sebek's Blessing Activate only when a monster you control has attacked your opponent directly.

Gain Life Points equal to the Battle Damage that monster inflicted to your opponent. You can only activate 1 "Secret Skills of the Six Samurai" per turn. Secrets of Dark Magic Activate 1 of the following effects. Ritual Summon 1 Ritual Monster from your hand, by Tributing monsters from your hand or field, including "Dark Magician" or "Dark Magician Girl", whose total Levels equal or exceed the Level of the Ritual Monster Security Block Target 1 Cyberse monster on the field; this turn, neither player takes battle damage, also that monster cannot be destroyed by battle.

Self-Mummification Select 1 monster you control, and send it to the Graveyard. Discard all the cards in your hand to the Graveyard. The effect of this card becomes the same as the Normal Spell Card. Set Rotation Set 2 Field Spell Cards with different names from your Deck on the field 1 on your field, and 1 on your opponent's field. While either of those cards remain Set on the field, neither player can activate or Set other Field Spell Cards.

Shared Ride After this card resolves, each time your opponent adds a card s from their Deck or Graveyard to their hand this turn, except by drawing them, you immediately draw 1 card. You can only activate 1 "Shared Ride" per turn.

Shrink Select 1 face-up monster on the field. The original ATK of that monster is halved until the end of this turn. Silent Burning During the Battle Phase, if you control a "Silent Magician" monster, and have more cards in your hand than your opponent: Each player draws until they have 6 cards in their hand. You can banish this card from your Graveyard; add 1 "Silent Magician" monster from your Deck to your hand. Silent Sword Slash Target 1 "Silent Swordsman" monster you control; that monster you control gains ATK and DEF, and if it does, until the end of this turn, it is unaffected by your opponent's card effects.

You can banish this card from your Graveyard; add 1 "Silent Swordsman" monster from your Deck to your hand. You can only activate 1 "Silver's Cry" per turn. Sky Striker Mecha - Eagle Booster If you control no monsters in your Main Monster Zones: Target 1 face-up monster on the field; that target is unaffected by card effects this turn, except its own, and if you have 3 or more Spells in your GY, it cannot be destroyed by battle this turn.

Sky Striker Mecha - Widow Anchor If you control no monsters in your Main Monster Zones: Target 1 Effect Monster on the field; negate that face-up monster's effects until the end of this turn, then, if you have 3 or more Spells in your GY, you can take control of that monster until the End Phase. You cannot Normal or Special Summon other monsters, or attack, during the turn you activate this card.

When you do, you can Tribute a monster s your opponent controls, even though you do not control them, but if you Tribute Summon this way, apply this effect. Until the end of the next turn after this card resolves, you can only activate 1 card or effect per turn, not counting the effects of Divine-Beast monsters. You can only activate 1 "Soul Crossing" per turn.

You can only use this effect of "Soul Servant" once per turn. Space Cyclone Detach 1 Xyz Material from a monster. Neither player can activate cards or effects when that monster is Special Summoned. If you do not Special Summon, you lose LP equal to the result x You can only activate 1 "Speedroid Wheel" per turn.

Spell of Pain When your opponent activates a card or effect that would inflict effect damage to you: Your opponent takes the effect damage from that card or effect, instead.

For each destroyed Spell Card, inflict damage to your opponent. Spellbook of Fate If you control a face-up Spellcaster-Type monster: Banish up to 3 "Spellbook" Spell Cards from your Graveyard; apply 1 of these effects depending on the number of cards that was banished for this card's activation. You can only activate 1 "Spellbook of Fate" per turn. Spellbook of Judgment During the End Phase of the turn this card was activated, add "Spellbook" Spell Cards from your Deck to your hand, except "Spellbook of Judgment", up to the number of Spell Cards activated after this card's resolution, then, you can Special Summon from your Deck 1 Spellcaster-Type monster whose Level is less than or equal to the number of cards added to your hand by this effect.

You can only activate 1 "Spellbook of Judgment" per turn. Spellbook of Wisdom Target 1 face-up Spellcaster-Type monster on the field and activate 1 of these effects; It is unaffected by other Spell effects this turn. It is unaffected by Trap effects this turn. Spellbook Organization A. Pigeonholding Books of Spell Look at the top 3 cards of your Deck, then return them to the top of the Deck in any order.

You can only activate 1 "Spirit Charmers" per turn. Squib Draw Target 1 "Rokket" monster you control; destroy it, and if you do, draw 2 cards. You can only activate 1 "Squib Draw" per turn. You can only activate 1 "Stand In" per turn. Star Changer Target 1 face-up monster on the field and activate 1 of these effects: Increase that target's Level by 1. Reduce that target's Level by 1.

Star Power!! You can only activate 1 "Star Power!! During your Main Phase, if this card is in your Graveyard: You can banish this card, then declare 1 Attribute; all face-up monsters currently on the field become that Attribute until the end of this turn. You can only activate 1 "Successor Soul" per turn. You can only attack with 1 monster during the turn you activate this card.

During the End Phase of this turn, return it to your hand. This Special Summon is treated as a Fusion Summon. Spells, Traps, and card effects cannot be activated in response to this card's activation. You can only activate 1 "Super Quantal Alphancall Appeal" per turn.

Super Rush Headlong Target 1 face-up monster you control and declare 1 Attribute; if that target battles an opponent's monster with that Attribute this turn, destroy that opponent's monster at the start of the Damage Step.

If you activate this card, you cannot Special Summon for the rest of this turn. You can only activate 1 "Swords at Dawn" per turn. Swords of Concealing Light When this card resolves, all monsters your opponent controlled when this card was activated are changed to face-down Defense Position.

Monsters your opponent controls cannot change their battle positions. Destroy this card during your 2nd Standby Phase after activation. Synchro Control Activate only if you have no Synchro Monsters on your side of the field or in your Graveyard. Pay Life Points and select 1 face-up Synchro Monster your opponent controls.

Take control of the selected monster until the End Phase of your turn. You can only activate 1 "Synchro Transcend" per turn. Strike During damage calculation, if your monster battles an opponent's monster: Your battling monster's ATK becomes that opponent's monster's ATK, during that damage calculation only, also, the controller of any monster destroyed by that battle takes damage equal to its original ATK, at the end of the Damage Step.

If your " Ignister" monster would be destroyed by battle, you can banish this card from your GY instead. You can only activate 1 "TA. Strike" per turn. Tailor of the Fickle Select 1 equipped Equip Card and switch it to another correct target. You take damage equal to the total Levels of those monsters x You can only activate 1 "The Book of the Law" per turn. The Monarchs Stormforth Once during this turn, if you would Tribute a monster s you control for a Tribute Summon, you can Tribute 1 monster your opponent controls as if you controlled it.

You can only activate 1 "The Monarchs Stormforth" per turn. During the turn you activate this card, you cannot Special Summon monsters from the Extra Deck. Thunderforce Attack This card's activation and effect cannot be negated.

If you control a monster whose original name is "Slifer the Sky Dragon": Destroy as many face-up monsters your opponent controls as possible, then, if you activated this card during your Main Phase, you can apply the following effect.

Draw cards equal to the number of monsters destroyed by this effect and sent to your opponent's GY, also you can only attack with 1 monster this turn. You can only activate 1 "Thunderforce Attack" per turn. ATK from your Deck to your hand, then, immediately after this effect resolves, you can Normal Summon 1 Level 10 monster. You can only activate 1 "Thunderspeed Summon" per turn. You can only use 1 "Time Thief Startup" effect per turn, and only once that turn. Toon Page-Flip If you control "Toon World": Reveal 3 Toon monsters with different names from your Deck, your opponent randomly picks 1 for you to Special Summon, ignoring its Summoning conditions, also shuffle the rest into your Deck.

You can only activate 1 "Toon Page-Flip" per turn. Trading Places Swap both players' LP. Your LP must be higher than your opponent's to activate and to resolve this effect. You can only activate 1 "Tri-Brigade Airborne Assault" per turn.

If a linked Beast, Beast-Warrior, or Winged Beast monster s you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only use each effect of "Tri-Brigade Rendezvous" once per turn. Trickstar Bouquet Target 1 "Trickstar" monster you control and 1 face-up monster on the field; return that "Trickstar" monster to the hand, and if you do, the other monster gains ATK equal to the original ATK of the returned monster, until the end of this turn.

You can only activate 1 "Trickstar Bouquet" per turn. Tsukumo Slash If a monster you control attacks a monster whose ATK is higher than itself during damage calculation: Your battling monster gains ATK equal to the difference between your LP and your opponent's, during that damage calculation only.

You can onlyactivate 1 "Tsukumo Slash" per turn. You can only activate 1 "Turning of the World" per turn. Twister Pay Life Points. Destroy 1 face-up Spell or Trap card. If you do, the first time that face-up monster on the field would be destroyed by battle or card effect, it is not destroyed.

Locker Room This card is always treated as a "F. Target 1 "U. Reveal any number of "U. You can only activate 1 "U. Locker Room" per turn. Turnover Tactics If you control 2 or more "U. Then your opponent can Special Summon monsters from their Deck, up to the number of cards shuffled into their Main Deck.

Turnover Tactics" perturn. Unauthorized Reactivation Target 1 Machine monster you control; equip 1 appropriate Machine Union monster from your hand or Deck to that monster, but the Union monster you equipped cannot be Special Summoned this turn.

You can only activate 1 "Unauthorized Reactivation" per turn. Uni-Song Tuning Target 1 Tuner in either GY and 1 face-up monster on the field; banish that Tuner in the GY, then, until the end of this turn, the Level of the targeted monster on the field becomes the Level of the banished Tuner, also it is treated as a Tuner.

You can only activate 1 "Uni-Song Tuning" per turn. Unity Select 1 monster on your side of the field. The DEF of the selected monster becomes equal to the combined original DEF of all face-up monsters on your side of the field, until the end of this turn. Unleash Your Power! All Gemini Monsters that were on your side of the field when this card was activated are treated as Effect Monsters and gain their effect s. During the End Phase of this turn, Set all monsters affected by this card's effect.

You cannot declare attacks the turn you activate this card, except with Machine monsters. If this set card is sent from the field to the GY: You can add 1 Level 10 Machine monster from your Deck to your hand. You can only use each effect of "Urgent Schedule" once per turn. For the rest of this turn after this card resolves, you cannot Special Summon, except monsters with a Level. You can only activate 1 "Ursarctic Slider" per turn.

You can only activate 1 "Vendread Charge" per turn. You can only activate 1 "Vertical Landing" per turn. It banishes a monster from your opponent's graveyard, negating that card's effects as well as those of monsters on the field sharing the same original name until the end of the next turn. Not only can this remove troublesome graveyard cards, but it can also really disrupt an opponent's combo piece.

The fact that the negation lingers until the next turn ends gives Grave a surprisingly long impact. This limited card sets two field spells with different names to each player's field, and as long as one remains set, neither player can activate a different field. So you can keep yours set to effectively block your opponent from playing something better. So give your opponent a field you can still benefit from like Geartown for Ancient Gear.

And for more fun, combo with Murmur of the Forest, which returns all fields to their owner's hand. For a competitive limited spell, Rotation's surprisingly cheap, costing well under one dollar!

To use a quick-play spell on an opponent's turn, you have to set your field like a trap. However, be aware this can be risky, as you can't activate a quick-play you just set on the same turn. An example: if you set Twin Twisters, but your opponent plays Heavy Storm Duster to destroy it before your end step, you can't activate Twisters in response.

Think carefully and examine your opponent's field to determine your optimal moves, but for now, vote for your favorite instant-speed magic, and I'll see you at our next Yu-Gi-Oh! Party Games. Drinking Games. Lawn Games. Creative Writing. Card Games. Magic: The Gathering. Comic Books.



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