
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!
Sections covered in this guide:
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":
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".
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
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.
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.
- Chain Link 1: Mystical Space Typhoon
- Chain Link 2: Raigeki Break
- Chain Link 2: Raigeki Break destroys Fire Hand.
- Chain Link 1: Mystical Space Typhoon destroys its target.
Example 2
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.
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.
- Chain Link 1: Upstart Goblin
- Chain Link 2: Call of the Haunted
- Chain Link 2: Blue-Eyes is Special Summoned
- Chain Link 1: Player A draws a card.
Geartown and Mystical Space Typhoon (Example 3)
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.
Player A activates Field Spell Geartown .
Player B Chains Mystical Space Typhoon while Player A activates Geartown on the field.
- Chain Link 1: Activate Geartown on the field.
- Chain Link 2: Mystical Space Typhoon targets Geartown.
- Chain Link 2: Mystical Space Typhoon destroys Geartown.
- Chain Link 1: Geartown resolves on the field (but it resolves without any effect because it was just destroyed) .
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)
Situation:
Player B Chains Magic Jammer , to disable Geartown activation.
Player B Chains Magic Jammer , to disable Geartown activation.
- Chain Link 1: Geartown's activation on the field.
- Chain Link 2: Magic Jammer.
- Chain Link 2: Magic Jammer negates Geartown's activation and destroys it.
- Chain Link 1: (disappears).
Dark Hole, Bixi, Water of the Yang Zing and Card Trooper (Example 3)
Situation:
Player A activates Dark Hole , destroying Player B's Bixi, Water of the Yang Zing , and Card Trooper .
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:
Player A activates Dark Hole , destroying Player B's Bixi, Water of the Yang Zing , and Card Trooper .
- Chain Link 1: Dark Hole.
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:
- Chain Link 1: Card Trooper
- Chain Link 2: Bixi.
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!
https://ygovietnam.com/




























