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 Monster Effects [Activate and Negate]

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Oceana
Cyber Drei
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PostSubject: Monster Effects [Activate and Negate]    Thu Oct 24, 2013 9:59 am



Negate and Resolve

Yes, negating and resolving. Since this tends to be a problem for people at some times, it's best to be explained at least once, I reckon. This Lesson will have a bit of insight on how the whole deal on activating, resolving and possible negating of Monster Effects works. You can always look back here to read the Lesson over.


Monster Effects

Let's start with the simple things first. Monsters are divided in two different sort of Monsters. Normal Monsters and Effect Monsters. Both are still considered Monsters, but there's a different between them.

Normal Monsters [marked in card color as yellow, or sometimes defined as beige] are Monsters that have no effect. They are simply the first form of Monsters that have been put to use.

Normal Monster:
 

Effect Monsters are basically the same thing. But, there's a special addition to these Monsters. As the name suggests, they have an effect. Just like Spell and Trap Cards, Monsters can have Effects as well. And there's a wide variation in what effects they can have, and what sort of effect. These cards are color marked as brown. Darker then the Normal Monsters.

Effect Monster:
 



Activation of Monster Effects

There are quite a few Monster Effects. Not every effect is the same, or can be used at the same time. These are all Monster effects the game has:

- Continuous
- Ignition
- Trigger
- Flip
- Pseudo-Flip
- Quick

These 6 types all are of importance to the game and all have a difference considered towards each other. We'll go through all of them one by one.


Continuous

Continuous Monster effects are effects that are active the moment the Monster is summoned successfully. This mean that the summon was not negated by a card or anything. They do not "activate", but are simply always active. As long as that monster is face-up on the field, those effects remain active. Examples for Continuous Effects for Monsters are Jinzo and The Fabled Unicore.

Jinzo:
 
The Fabled Unicore:
 


Ignition

Ignition Effects are effects that the controller of the monster in question has to manually activate the effect. This means, he/she declares the activation of the effect in either the Main Phase 1 or 2. Off course, there are exceptions, but that is stated on the card, if so. These effects were called "Cost Effects" in the old days, but since not all Ignition effects had an actual cost, this got confusing, and hence the term "Ignition" came into the game. Examples of Ignition Effects are Blackwing - Gale the Whirlwind and Power Tool Dragon

Blackwing - Gale the Whirlwind:
 
Power Tool Dragon:
 


Trigger

Trigger effects are activated whenever the condition of a Monster is met. For example, "When this card is Synchro Summoned" is a condition that has to be met, in order for an effect to activate that is listed on that card. Like Black Rose Dragon.

Trigger effects can be also sub classified in 2 versions. Mandatory Trigger and Optional Trigger. Mandatory Trigger are Trigger effects that must activate, and leave you no choice, whereas Optional Triggers [obviously] are up to you if you want to activate them or not. The poor thing about some Optional Triggers is that they can miss timing. This is explained in another Lesson previously made. Examples of Trigger effects are Sangan and Black Rose Dragon.

Black Rose Dragon - Optional Trigger:
 
Sangan - Mandatory Trigger:
 


Flip / Pseudo-Flip

Flip Effects are simply explained by just looking at the name. As it says, they activate when the monster is flipped. But not just flipped. It has to be flipped from face-down position to face-up position. It doesn't matter whether attack or defense position, but it just has to be flipped face-up, while having been face-down. The simple recognition of it being a Flip effect, is the text "FLIP:" as first thing in the card text.

Pseudo-Flip, a term barely any YGO player knows, is also a Flip Effect, however without the "FLIP:" in the card text. Examples of Flip Effects are Penguin Soldier and Nightmare Penguin.

Penguin Soldier - Flip:
 
Nightmare Penguin - Pseudo-Flip:
 


Quick

Quick effects are effects that can activate in either players turn by command of the controller. They're like Ignition effects, just faster, since they are allowed to be activated in both turns, not just your own. And in any Phase, while at it. Following the Problem-Solving Card Text, any effect that has "During either player's/your opponent's turn:" or similar text, is a Quick Effect. Some monsters like "Swift Scarecrow" may indicate in its text that the effect is a Quick Effect. Examples for Quick effects are Wind-Up Rabbit and D.D. Crow.

Wind-Up Rabbit:
 
D.D. Crow:
 




Activation and Negation

All of these effects can be activated only at appropriate timing. That can be found out, by simply reading the card text usually, then you'll know what sort of effect you're dealing with. Activating them is as much as declaring you activate their effects. In real life dueling and Dueling Network. Whereas DevPRo and YGOpro have their own way of showing you activate a monster effect.

Activating a Monster effect always starts a chain, and leaves the gameplay open for other effects or cards to chain upon them. The only effects that do not start a chain are Summoning Conditions or Continuous effects. Summoning Conditions can be described as much as Continuous effects, just for their Summon, like with Cyber Dragon.

Monsters can also have more then one sort of effect. There are a lot of monsters with 2 types of effects,like Black Rose Dragon.


When this card is Synchro Summoned: You can destroy all cards on the field. Once per turn: You can banish 1 Plant-Type monster from your Graveyard to target 1 Defense Position monster your opponent controls; change that target to face-up Attack Position, and reduce its ATK to 0 until the End Phase.

The red part is the Optional Trigger effect of Black Rose Dragon. It activates when she's Synchro Summoned, and can only be activated at that time.

The green part is her Ignition effect. Only at the Main Phase 1 or 2 can it be activated of the controllers turn.



Negating

Negating Monster effects has a wide range of options. There are monster effects that negate other monster effects, but also mainly Traps do that work for you. Most commonly known Monster effect negation cards are Effect Veiler and Skill Drain.

Effect Veiler:
 
Skill Drain:
 

The effect negation only means their effects are negated. It doesn't mean they suddenly lost their effects, but just the consequence you would have from activating it would stop. For example, Black Rose Dragon could still activate her effect, but nothing would happen. This usually is disputed, especially with cards like Wind-Up Factory. When a Wind-Up Monster activates its effect, Factory allows the controller to search a "Wind-Up" monster from their Deck. When the effect of said Wind-Up monster is negated, then Factory will still activate an allow the player to search, due to the fact that the Win-Up DID activate.


Also a note that important. There are cards that also negate the activation of a Monster Effect, like Divine Wrath. These cards would prevent the activation entirely, so that cards like the previously mentioned Wind-Up Factory wouldn't activate. They usually come at a higher cost, though, such as a discard, or Solemn Warning's 2000 LP.


Sylveraine
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MasterMagician
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RP Character: Joanne
RP Dorm: Dark Angel
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PostSubject: Re: Monster Effects [Activate and Negate]    Thu Oct 24, 2013 4:11 pm

Woah how did u do that
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PostSubject: Re: Monster Effects [Activate and Negate]    Thu Oct 24, 2013 4:23 pm

Nice C.C. nice to see someone knows the rules.
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Oceana
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PostSubject: Re: Monster Effects [Activate and Negate]    Thu Oct 24, 2013 4:35 pm

I'm one of the very few who actually posts them, too. So, I'll keep that up.
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