Rule Book: Part 7: "IF" and "WHEN"

Rule Book: Part 7: "IF" and "WHEN"

Today I will post an article for you newbies that will also talk in depth about the "if" or "when" topic that you often encounter in activating card effects! If you are currently having difficulty with this problem, please follow the article to the end!




What is the cause of miss timing?

Miss timing is your inability to activate cards or effects at will when it meets the activation time because something else (or another action, another thing, another card,...) takes up the time. time to activate and only occurs with optional activation effects when the word "WHEN" is present.

Basic rules of "WHEN":

Effects containing "WHEN" can only be activated when its activation condition is "one of the last things to happen" .

This rule says that you really need to trigger the ''WHEN'' effect exactly when it meets the trigger condition. The difficulty is in telling when something is 'one of the last things to happen'. ' based on the game's mechanics.

Note: This mechanic does not apply to mandatory effects or effects that use "IF" instead of "WHEN".

Example 1
R rarity
Fire Hand
R rarity
Fire Hand
R rarity
Raigeki Break
R rarity
Raigeki Break
R rarity
Ice Hand
R rarity
Ice Hand
R rarity
Mystical Space Typhoon
R rarity
Mystical Space Typhoon

Situation:

Player A controls the Fire Hand . Player B activates Mystical Space Typhoon to destroy a set of cards, then Chain Raigeki Break , targeting Fire Hand to destroy it.

  1. Chain Link 1: Mystical Space Typhoon
  2. Chain Link 2: Raigeki Break
Resolve Chain:

  1. Chain Link 2: Raigeki Break destroys Fire Hand.
  2. Chain Link 1: Mystical Space Typhoon destroys its target.
Fire Hand's effect is a "WHEN" effect and being destroyed is not the last thing that happens . Therefore, its effects cannot now be activated .

Example 2
N rarity
Bottomless Trap Hole
N rarity
Bottomless Trap Hole
UR rarity
Upstart Goblin
UR rarity
Upstart Goblin
SR rarity
Call of the Haunted
SR rarity
Call of the Haunted
UR rarity
Blue-Eyes White Dragon
UR rarity
Blue-Eyes White Dragon

The "WHEN" effect will apply to cards that must be based on the right situation and at the right time

Situation:

Player A activates Upstart Goblin , and Player B decides to Chain Call of the Haunted to Special Summon Blue-Eyes White Dragon . Player A has a Bottomless Trap Hole set up.

  1. Chain Link 1: Upstart Goblin
  2. Chain Link 2: Call of the Haunted
Resolve Chain:

  1. Chain Link 2: Blue-Eyes is Special Summoned
  2. Chain Link 1: Player A draws a card.
Bottomless Trap Hole uses the "WHEN" effect , Spell/Trap activation is optional, and Monster Summoning is not "one of the last things to happen" , so it cannot be activated .

Geartown and Mystical Space Typhoon (Example 3)
UR rarity
Geartown
UR rarity
Geartown
R rarity
Mystical Space Typhoon
R rarity
Mystical Space Typhoon

There will be cases when a card has just been activated and you miss timing by another card. That causes your valuable effects and advantages to be lost just because of missed timing...

Situation:

Player A activates Field Spell Geartown .
Player B Chains Mystical Space Typhoon while Player A activates Geartown on the field.

  1. Chain Link 1: Activate Geartown on the field.
  2. Chain Link 2: Mystical Space Typhoon targets Geartown.
Resolve Chain:

  1. Chain Link 2: Mystical Space Typhoon destroys Geartown.
  2. Chain Link 1: Geartown resolves on the field (but it resolves without any effect because it was just destroyed) .
Note that Geartown has been destroyed, but its effects on the field still attempt to resolve ON THE FIELD at Chain Link 1 . In this situation, trying to resolve is the last thing that happens and destroying Geartown is not. Therefore, Geartown's trigger effect missed its chance to activate .



In case "WHEN" is met the activation condition

And we will have cases where "When" meets the correct conditions

Geartown and Magic Jammer (Example 1)
UR rarity
Geartown
UR rarity
Geartown
R rarity
Magic Jammer
R rarity
Magic Jammer

Situation:

Player B Chains Magic Jammer , to disable Geartown activation.

  1. Chain Link 1: Geartown's activation on the field.
  2. Chain Link 2: Magic Jammer.
Chain Resolve:

  1. Chain Link 2: Magic Jammer negates Geartown's activation and destroys it.
  2. Chain Link 1: (disappears).
Because Magic Jammer negates activation, Geartown 's effects on the field cannot be resolved. Therefore, we can see that Geartown's destruction was in fact one of the last things to happen , so its trigger effect can trigger as usual.

Dark Hole, Bixi, Water of the Yang Zing and Card Trooper (Example 3)
SR rarity
Dark Hole
SR rarity
Dark Hole
N rarity
Bixi, Water of the Yang Zing
N rarity
Bixi, Water of the Yang Zing
R rarity
Card Trooper
R rarity
Card Trooper

Situation:

Player A activates Dark Hole , destroying Player B's Bixi, Water of the Yang Zing , and Card Trooper .

  • Chain Link 1: Dark Hole.
Chain Resolve: Dark Hole destroys Bixi and Card Trooper at the same time .

First we must consider the effects we want to activate. Bixi and Trooper's effects have been activated , so both can trigger .

Now, we will check to see if either of them has missed timing or not . Killing Bixi and killing Card Trooper are both final (and Card Trooper's effect is required ), so both effects can trigger .

Now that you have decided what to enable, it's time to look at the order in which it needs to be enabled . Card Trooper is a mandatory effect for turn-based players and Bixi is an optional effect for turn-based players, so according to SEGOC (Simultaneous Effects Go On Chain) rules, they activated in the next Chain in the following order:

  1. Chain Link 1: Card Trooper
  2. Chain Link 2: Bixi.
The important thing to take away here is that activating Card Trooper does not negate the activation of Bixi. The game state checked to see if its trigger condition was the last thing to happen after the Chain was resolved, then put everything into the Chain.



Epilogue

Cre: Yu-Gi-Oh! Rule Book v10, YGOrganization, Yu-Gi-Oh! Official Website, Yugipedia, MasterDuelMeta

I'm still waiting for Kashtira to come into the game so I can make a long guide about this line. At least there will be many variations on that line to respond to the Tear. Now with this article, hopefully newbies can understand the reason why their cards cannot be activated! Now say goodbye and see you next time!








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