Heart ❤
Joined:
Mar 2, 2009
Messages:
1,338
Material Points:
229
Local Time:
8:46 PM
Total Ratings:
1,092

Post Ratings

Received: Given:
Like 822 1,780
Dislike 0 0
Rude 0 2
Agree 29 61
Disagree 0 0
Informative 266 211
Useful 1 3
Creative 3 34
Gender:
Non-Binary
Birthday:
May 30, 1998 (Age: 25)
Occupation:
Student

Heart ❤

Enjoy every moment with all ya got, Non-Binary, 25

Premium

The world ends with you. If you want to enjoy life, expand your world. You gotta push your horizons out as far as they'll go Jul 19, 2018

    1. Hitokiri Shinigami Shinta
      Hitokiri Shinigami Shinta
      First I'll make sure you understand the basic game mechanics. We'll take this one step at a time:

      Spell Cards, Trap Cards and Effect Monster's effect's are all divided into this thing called Spell Speed which represents how fast they can activate.

      Spell Speeds come in 3 official settings:

      * Spell Speed 1
      * Spell Speed 2
      * Spell Speed 3

      Each Spell Speed can only be countered with one that is greater, or equal. The only exception to this is Spell Speed 1, which cannot be chained against each other in normal play.

      The following are all Spell Speed 1:

      * Normal/Field/Continuous/Equip & Ritual Spell Cards
      * Continuous/Ignition/Trigger & Flip Monster Effects
      * The only case in which Spell Speed 1 effects can be chained against each other, is when they activate simultaneously i.e. 2 Mystic Tomatoes attacking each other, or 2 Sangans attacking each other, with each effect activating in the Graveyard.

      Spell Speed 1 is the slowest of all the Spell Speeds, and is the only Spell Speed that cannot be countered by cards of the same Spell Speed during normal play.

      The following are all Spell Speed 2:

      * Quick-Play Spell Cards
      * Normal & Continuous Trap Cards
      * Quick Monster Effects
      * Accel Synchro Summons

      Spell Speed 2 cards can be used against Spell Speed 1 and other Spell Speed 2 cards, but not against Spell Speed 3 cards.

      Spell Speed 3 cards can be used against Spell Speed 1, Spell Speed 2, and other Spell Speed 3 cards. Spell Speed 3 cards can only be countered with other Spell Speed 3 cards.

      The only cards that are Spell Speed 3 are Counter Trap Cards.

      The Basics:

      First of all, Each player must have a deck of 40 to 60 cards and a basic knowledge of game's mechanics. Players start with 8,000 life points. The game proceeds until a player's life point total reaches 0, or when a player cannot draw a card turning his draw face. A turn passes through several phases before it is complete. The rules are extensive but here are a few to get you started:

      The Card Zones:

      Each player's field of play consists of different card zones. In the field card zone, only one card can be played at a time. In the monster card zone, up to five cards can be played. In the extra deck zone, monster fusion cards or synchro monster cards will be placed face down. the graveyard where cards that have left play have gone; and the spell and trap card areas. These cards get placed face down until they are activated. And now onto the phases:

      The Draw Phase:

      A card gets drawn from the main deck. If a player cannot draw a card from his/her deck, he/she loses the game.

      The Standby Phase:

      The standby phase only occurs when card abilities or effect designate that something happens. If no cards require a player to take an action, he/she enters his/her main phase.

      The Main Phase:

      Trap cards can be set facedown; Magic cards can be set or played from the hand. and a monster can be summoned. Some cards must be placed face down in the appropriate zone until their effect takes place. Only one monster and field spell card can normally be played on each turn. Monsters with more than four stars require the sacrifice of another monster to be brought onto the field 5 and 6 require 1, 7 and higher require 2.

      The Battle Phase:

      If a player wishes to attack his/her opponent with a monster, he/she announces his/her intent. If there are no monsters in defense or attack mode, the opposing player receives damage equal to the monster's attack power. A defending player's monster left in attack mode will be destroyed if it's attack power is less than that of the attacking monster.

      Any remaining damage gets deducted from the opposing player's life points. Monsters in defense mode prevent the player from taking damage, and trap cards, special effect cards and monster abilities that affect the outcome of the battle are now played. Trap cards may be activated at this time.

      -Main Phase 2-

      Can be declared after the Battle Phase.

      (Same as Main Phase 1)

      -End Phase-

      This usually occurs at the end of the Battle Phase or after Main Phase 2. The player simply announces his/her desire to end his/her turn and control of the game passes to his/her opponent. In other words, It becomes the next player's turn.

      If you have any questions just let me know! ^_^
    2. Hitokiri Shinigami Shinta
      Hitokiri Shinigami Shinta
      So Uh, Did you understand all that? ^^"
    3. Hitokiri Shinigami Shinta
      Hitokiri Shinigami Shinta
      ----------
      Questions for Jay:
      How come in the Animes they use 4000( frist 2000) LP instead of 8000?
      Explain to me how spell Trap, magic, an d other cards work plz :)
      ----------
      They use 4000 in the anime because Duels would be too long otherwise. And they use 8000 in the real game because Duels would be too short otherwise.

      Trap Cards have to be set facedown before you can use them. Spell Cards can be set or played from the hand.

      A Spell Card's type is designated by a symbol to the right of the words "Spell Card". The various Spell Card Types are:

      1, Normal Spell: No Symbol, however some media give them a capital N symbol.
      2. Continuous Spell, symbolized with an "infinity" symbol.
      3, Equip Spell, symbolized with a "plus" symbol.[IMG]
      4. Quick-Play Spell, symbolized with a lightning bolt.[IMG]
      5. Field Spell, symbolized with a compass.[IMG]
      6. Ritual Spell, symbolized with a torch symbol.[IMG]

      Normal Spell Cards are Spell Speed 1, and thus cannot be used or chained against each other. You may Set a Normal Spell Card, and activate it on the same turn, and is very useful when you Set Normal Spell Cards when using "Morphing Jar"'s effect. Normal Spell Cards can only be activated during your Main Phase 1 and Main Phase 2, with the exception of "Curse of Fiend" which can only be activated during the Standby Phase. After the Normal Spell Card's effect resolves, it is sent to the Graveyard.

      Continuous Spell Cards are Spell Speed 1 Spell Cards that stay on the field once they are activated. These are still Spell Cards and can therefore be removed by certain cards such as Harpie's Feather Duster. Spell Ruler, previously known as Magic Ruler, was the first Yugioh TCG booster that released Continuous Spell Cards.

      The effects of Continuous Spell Cards do not start a Chain.

      Equip Spell Cards are Spell Cards that often (but there are exceptions) modify the ATK and/or DEF of Monster Card on the field, and/or grant additional effects. They are universally referred to as Equip Cards, since Equip Cards can either be Equip Spell Cards, Trap Cards that are treated as Equip Cards after activation or monsters that are temporarily treated as Equip cards. When you activate an Equip Spell Card, you choose a face-up monster on the field to equip the card to, and that Equip Spell Card's card's effect applies to that monster until the card is destroyed, removed from the field or flipped face-down, at which point that Equip Spell Card is destroyed. Many Equip Spell Cards are representations of weapons or armour.

      * An example of a ATK-Boosting Equip Spell Card is "Axe of Despair".
      * An example of a DEF-Boosting Equip Spell Card is "Horn of Light".
      * Examples for Equip Spell Cards with unusual effects are "Premature Burial", "Amplifier", "Re-Fusion", "Twin Swords of Flashing Light - Tryce" and "Snatch Steal".
      * An example of an Equip Spell Card that both boosts ATK and grants the monster an additional effect is "Big Bang Shot".
      * An example of an Equip Spell Card with a negative effect is "Cursed Bill" and "Shackles of the Underworld". These cards are usually equipped to opponent's monsters.

      Cards that support Equip Spell Cards include "Release Restraint Wave", "Fairy of the Spring", "Arms Hole", "Iron Blacksmith Kotetsu", "Power Tool Dragon".

      Quick-Play Spell Cards are a type of Spell Card with a Spell Speed 2, and can be activated from your hand during any phase of your turn, as well as during your opponent's turn if they are Set to the field. Cards like "Scapegoat" and "Rush Recklessly" are examples as Quick-Play Spell Cards.

      Quick-Play Spell Cards may be activated from your hand during your turn; they cannot be activated from your hand during your opponent's turn. They cannot be activated while face-down the turn they are Set. You may chain Quick-Play Spell Cards to cards that your opponent activates during any phase of your turn and, provided that they are face-down on the field, during your opponent's turn.

      Field Spell Cards have the advantage of being able to change the entire state of play, for both you and your opponents side of the field. Most cards center around boosting ATK, DEF or both, for cards with Specific Attributes, or Types. They are Spell Speed 1.

      Field Spell Cards must be placed on the Field Card Zone, and there can only be one in play (face-up) at any one time. If one is already active on either side of the field, and another one is activated, the previous Field Spell Card is destroyed. You may Set a Field Spell Card at any time during your main phase; any card that currently occupies that Field Card Zone is destroyed. If you Set a Field Spell Card, and your opponent already has one active, the opponent's Field Spell Card is neither destroyed nor negated. Setting a Field Spell Card does not start a chain. Playing or flipping a set Field Spell Card does start a chain.

      Ritual Spell Cards are used to Ritual Summon Ritual Monsters to the field, and require the following conditions to be met in order to be activated:

      * The correct Ritual Spell Card in your hand.
      * The corresponding Ritual Monster in your hand.
      * Enough monsters in your hand, on your side of the field, or both, that satisfy the Ritual Monster's Level Requirements, to be used as Tributes. (The exception being Advanced Ritual Art, where you must have enough Normal Monsters to satisfy the Level requirements of the Ritual Monster in the Deck)
      * 1 free Monster Card Zone to Special Summon the Ritual Monster to.

      Activating a Ritual Spell Card can tend to be somewhat demanding, and for that reason Ritual Spell Cards are arguably the least used Type of Spell Card. The only Ritual Spell Cards that have even seen minor use tend to be 'universal' types such as Contract with the Abyss, which can summon any DARK Ritual Monster. However, the only Ritual Spell Card that has seen major play is "Advanced Ritual Art", due to it being able to use monsters from the Main Deck, thus being much less demanding than traditional Ritual Spell Cards. However, as this card fueled the then-powerful Demise OTK Deck, "Advanced Ritual Art" has since been Limited, thus mitigating the Ritual Monsters' usefulness.

      Starting in Stardust Overdrive, Ritual Monsters appear to be making a return to the game, with a few new mechanics being added. Of note here, the Ritual Spells for "Divine Grace - Northwemko" and "Garlandolf, King of Destruction" have secondary effects that can be activated by removing the Ritual Spell Card from the Graveyard. "Divine Grace - Northwemko's" "Ritual of Grace" prevents a Ritual Monster from being targetted by a card effect for a turn, while Garandolph's Ritual of Destruction empowers a Ritual Monster to return a monster to the top of its owner's deck rather than sending it to the Graveyard when destroying it in battle for a turn.

      In some early Video Games, Ritual Spell Cards were colored Blue (like the OCG/TCG Ritual Monsters), instead of the usual Green.

      And now onto Trap Cards:

      Trap Cards are pink-colored cards that have various effects to make things difficult for your opponent or easier for you in a Duel. A Trap Card must be Set and can only be activated after the current turn has finished. Trap Cards are Spell Speed 2, with the exception of Counter Trap Cards, which are Spell Speed 3. Trap Cards may be activated during your opponent's turn.

      Normal traps are Spell Speed 2. They can't be activated during either player's turn if it was set that turn. Certain normal traps turn into equip cards but are still considered normal trap cards.

      Continuous trap cards are also Spell Speed 2. Their effect stays in play until its destruction circumstances are fulfilled.

      Counter trap cards have a Spell Speed 3. No cards except other Counter traps can be played after a Counter trap has been activated. Monster effects, spell cards and trap cards all have certain speeds. This determines when they can be played and which effect can be "chained" to another.

      Trap Cards may be Chained to Spell Cards, other Trap Cards, or to the effects of Effect Monsters.

      In Turbo Duels during Yu-Gi-Oh! 5D's, Trap Cards are very common since the use of non Speed Spells is restricted, so Trap Cards are usually used to replace them.

      Below are some of the cards that allow Trap Cards to activated from the hand instead of being Set:

      * "Bubble Illusion"
      * "Makyura the Destructor"
      * "Delta Crow - Anti Reverse"
      * "Jetroid"

      Types:

      A Trap Card's type is designated by a symbol to the right of the words "Trap Card". The Trap Card types are:

      * Normal Trap; No symbol
      * Continuous Trap, symbolized with an "infinity" sign.
      * Counter Trap, symbolized by an arrow.

      Next I'll teach you about Effect Monsters:

      Effect Monsters are Monster Cards with an orange color border. Similar to Normal Monsters, these monsters have an effect (Special Ability in the anime), which is demonstrated clearly by the fact that they have the Type 'Effect' beside their regular sub-type (Reptile, Spellcaster, etc.). Effects vary greatly, and are classed in five different types:

      * Continuous
      * Ignition
      * Trigger
      * Flip
      * Quick

      There is also a sub-effect Type, Pseudo-Flip Effects, which is essentially a Flip, without the printed word 'FLIP:', and with the effect treated as a Trigger Monster Effect.

      Some Fusion, Synchro and Ritual Monsters have effects, and are therefore also treated as Effect Monsters. Toon, Union, Gemini, Spirit Monsters, and some Tuner monsters are all still types of Effect Monsters.

      An Effect Monster's effect, if particularly powerful, may be balanced out by the monster itself being weak in ATK and DEF for its level (such as cards like "Ancient Gear Engineer" or "Needle Burrower"). Conversely, some cards with ATK that is too high for a monster of its Level may have negative effects detrimental to their use (such as cards like "Giant Kozaky" or "Giant Orc").

      Some Effect Monsters have a dot (•) with an effect written after it. This dot usually represents an effect that is active while certain requirements are met, and sometimes this effect can be negated on its own when those requirments are no longer met (ex, the Infernity monsters have effects that are only active while the controller has no cards in their hand, and the Morphtronic monsters have two different effects, and either one of those effects can be active while that monster is in a certain Battle position). Some Effect Monsters that have 2 or more dots usually have effects that give the controller a choice on what they want to do at a certain time (ex, "Don Zaloog", or "Flying Fortress SKY FIRE"), but some of these effects have a basis for the activation (ex, "Neo-Spacian Glow Moss" and all Fusion Monsters with "Neo-Spacian Glow Moss" as a Fusion Material Monster, "Gorz the Emissary of Darkness" and "Dark Hunter").

      Next I need to explain to you how chains work:

      Spell Cards, Trap Cards and Effect Monster's effect's are all divided into this thing called Spell Speed which represents how fast they can activate.

      Spell Speeds come in 3 official settings:

      * Spell Speed 1
      * Spell Speed 2
      * Spell Speed 3

      Each Spell Speed can only be countered with one that is greater, or equal. The only exception to this is Spell Speed 1, which cannot be chained against each other in normal play.

      The following are all Spell Speed 1:

      * Normal/Field/Continuous/Equip & Ritual Spell Cards
      * Continuous/Ignition/Trigger & Flip Monster Effects
      * The only case in which Spell Speed 1 effects can be chained against each other, is when they activate simultaneously i.e. 2 Mystic Tomatoes attacking each other, or 2 Sangans attacking each other, with each effect activating in the Graveyard.

      Spell Speed 1 is the slowest of all the Spell Speeds, and is the only Spell Speed that cannot be countered by cards of the same Spell Speed during normal play.

      The following are all Spell Speed 2:

      * Quick-Play Spell Cards
      * Normal & Continuous Trap Cards
      * Quick Monster Effects
      * Accel Synchro Summons

      Spell Speed 2 cards can be used against Spell Speed 1 and other Spell Speed 2 cards, but not against Spell Speed 3 cards.

      Spell Speed 3 cards can be used against Spell Speed 1, Spell Speed 2, and other Spell Speed 3 cards. Spell Speed 3 cards can only be countered with other Spell Speed 3 cards.

      The only cards that are Spell Speed 3 are Counter Trap Cards.

      It's possible to chain to almost anything in the game but there are a few exceptions to this rule: For example, Summoning a monster and declaring an attack are actions that do not have a Spell Speed, and therefore cannot be chained to. However, if the action in question was the last action to have resolved on the field, you may activate a card in response, which then becomes Chain Link 1. For example, using Bottomless Trap Hole when a monster is Summoned, or using Mirror Force when your opponent's monster declares an attack, and all considered to be "activated in response"

      Sometimes, you will have multiple Trigger or Trigger-like effects that will try to activate simultaneously, such as when Mystic Tomato attacks another Mystic Tomato, or when two copies of Sangan are sent to the Graveyard at the same time by the effect of Dark Hole. In cases like these, the effects all activate and form a Chain, even if they are Spell Speed 1 effects. This is a special case when Spell Speed 1 effects can be chained to each other, because they are all trying to activate at the same time, and the players are not "choosing" to activate them. This does not apply to effects that activate or are applied "During the ___ Phase,..." such as Gladiator Beast monsters. Effects like these do not form a Chain - instead, they activate, and are applied, separately.
    4. Hitokiri Shinigami Shinta
      Hitokiri Shinigami Shinta
      Would you like to learn the basics of Dueling? I'm ready to start teaching you if you are.

      In fact, I'm just gonna start right now anyway:

      The Basics:

      First of all, Each player must have a deck of 40 to 60 cards and a basic knowledge of game's mechanics. Players start with 8,000 life points. The game proceeds until a player's life point total reaches 0, or when a player cannot draw a card turning his draw face. A turn passes through several phases before it is complete. The rules are extensive but here are a few to get you started:

      The Card Zones:

      Each player's field of play consists of different card zones. In the field card zone, only one card can be played at a time. In the monster card zone, up to five cards can be played. In the extra deck zone, monster fusion cards or synchro monster cards will be placed face down. the graveyard where cards that have left play have gone; and the spell and trap card areas. These cards get placed face down until they are activated. And now onto the phases:

      The Draw Phase:

      A card gets drawn from the main deck. If a player cannot draw a card from his/her deck, he/she loses the game.

      The Standby Phase:

      The standby phase only occurs when card abilities or effect designate that something happens. If no cards require a player to take an action, he/she enters his/her main phase.

      The Main Phase:

      Trap cards can be set facedown; Magic cards can be set or played from the hand. and a monster can be summoned. Some cards must be placed face down in the appropriate zone until their effect takes place. Only one monster and field spell card can normally be played on each turn. Monsters with more than four stars require the sacrifice of another monster to be brought onto the field 5 and 6 require 1, 7 and higher require 2.

      The Battle Phase:

      If a player wishes to attack his/her opponent with a monster, he/she announces his/her intent. If there are no monsters in defense or attack mode, the opposing player receives damage equal to the monster's attack power. A defending player's monster left in attack mode will be destroyed if it's attack power is less than that of the attacking monster.

      Any remaining damage gets deducted from the opposing player's life points. Monsters in defense mode prevent the player from taking damage, and trap cards, special effect cards and monster abilities that affect the outcome of the battle are now played. Trap cards may be activated at this time.

      -Main Phase 2-

      Can be declared after the Battle Phase.

      (Same as Main Phase 1)

      -End Phase-

      This usually occurs at the end of the Battle Phase or after Main Phase 2. The player simply announces his/her desire to end his/her turn and control of the game passes to his/her opponent. In other words, It becomes the next player's turn.

      And that covers the basics! ^_^ If you have any questions just let me know! ^_^
    5. Hitokiri Shinigami Shinta
      Hitokiri Shinigami Shinta
      I really hope you haven't been following the rules of Duelist Kingdom...(The Very First Season of Yugioh)

      They break the rules so bad in that one it's not even funny...
    6. Heart ❤
      Heart ❤
      Yea right I never even finish the games... I made my friends Lauren and Evans to Chain of Mem's because i kept dying,My friend deleated my almost done Days Data,Kingdom hearts and KIngdomhearts 2 i only play with my dad but right now he's in AZ and we arent talking.. XD
    7. Mike
      Mike
      Haha
      I have no idea what to say. Play KINGDOM HEARTS! Hehe
    8. Hitokiri Shinigami Shinta
      Hitokiri Shinigami Shinta
      Yes, But The Anime breaks them alot.
    9. Heart ❤
      Heart ❤
      No problem :)
      What ya up too?
    10. Hitokiri Shinigami Shinta
      Hitokiri Shinigami Shinta
      Yeah, I already know. But thanks.
    11. Heart ❤
      Heart ❤
      Yea ive been busy.. i loved yu-gi-oh when i was little but aint seen them in forever xD
      Not sure if i got the time to join a dual...
    12. Hitokiri Shinigami Shinta
      Hitokiri Shinigami Shinta
      Oh Hi. It's been a long time hasn't it?


      I've been thinking about you lately.[IMG]

      I want to ask, Do you play Yugioh?[IMG]

      If so can you please join The Duel Arena? It really needs more female players. It doesn't have enough.
    13. Heart ❤
      Heart ❤
      My aunt had her baby last night. School's going to kill meh xD 2 tests on Friday. My Math,Rel,and Health teacher loves to cusssing --- Yes even during Rel xD my Science teacher needs mental help other then that Not much xD
    14. Mike
      Mike
      Not much, in classes. What's going on with you?
    15. AxelRedHot
    16. AxelRedHot
      AxelRedHot
      Missed you! *hugs*
    17. AxelRedHot
      AxelRedHot
      How have you been, sweet? :)
    18. Hitokiri Shinigami Shinta
      Hitokiri Shinigami Shinta
      Just Dueling as usual.
    19. Hitokiri Shinigami Shinta
    20. -Xero-
      -Xero-
      You haven't posted at all yet in my RP O.o
  • Loading...
  • Loading...
  • About

    Gender:
    Non-Binary
    Birthday:
    May 30, 1998 (Age: 25)
    Occupation:
    Student
    Pronouns:
    They/He
    Past Usernames:
    Kingdomhearts530

    Also known as:
    Heart
    KH
    Sam
    Default Name:
    Heart

    Signature

    [​IMG]
  • Loading...