Magic Cards
I. RULINGS
- Magic Cards can be played straight from your Hand during your Main Phase.
- However, you cannot play any Magic cards from your Hand if all 5 of your Magic/Trap slots are filled.
- A Magic Card can also be placed face down the Field (thereby taking up one of your Magic/Trap slots) before usage. (*You may use a Magic Card on the same turn it was set on the Field.)
- Magic Cards can only be played during your Turn (with the exception of Instant Magic).
- Magic Cards are discarded after use (unless otherwise specified).
- Various types of Magic Cards have their own Spell Speeds and they follow the Chain Rule when used to intercept other Magic/Trap Cards.
II. TYPES
The different types of Magic Cards are identified by special icons which appear below the card's name.
Normal Magic
Spell Speed: 1
- These are regular Magic Cards.
# Examples: Thunder Bolt (Starter), Fusion (Starter,V6), Earth Crack (V1)
Equipment Magic
Spell Speed: 1
- When Equipment Magic is played, it is 'attached' (ie. equipped) to a Monster on the Field (thereby taking up 1 Magic/Trap slot of the Player who played it).
# Examples: Vengeful Sword (V6), Demon's Axe (MR), Theft (MR)
- When the Monster is removed from the Field, any Equipment Card attached to it is sent to the Graveyard.
- In the case where you play an Equipment Magic on your opponent's Monster, the Equipment Magic is placed in your own Magic/Trap slots.
- Any number of Equipment Cards may be attached to one Monster (up to the maximum number of Magic/Trap slots).
Field Magic
Spell Speed: 1
- This is a special type of Magic Card that is placed on the "Field Card" Slot when played.
- The effects of a Field Card are active all the time and affects every card on the Field.
- There can only be one Field Card in play at any one time.
- Field Cards remain in play until they are destroyed, or replaced by another Field Card.
# Examples: Forest, Plains, Gaia Power (PS), Dark Zone (PS)
Permanent Magic
Spell Speed: 1
- When played, Permanent Magic remain on the Field (thereby taking up one Magic/Trap slot) until their effect ends or when they are destroyed.
# Examples: Sealing Swords of Light (V3), Graveyard Familiar (MR)
Instant Magic
Spell Speed: 2
- This is a special type of Magic.
- Instant Magic may be played any time (from your Hand) during your Turn, including your Battle Phase.
- It may also be played during your opponent's turn. In order to do so, set the Instant Magic face down on the Field first before activating it during your opponent's turn (ie. as though it were a Trap card).
# Examples: Breakthrough (MR), Reliable Defender (MR), Cyclone (MR)
Ritual Magic
Spell Speed: 1
- Ritual Cards are used for summoning Ritual Monsters.
- Each Ritual Monster requires its own unique Ritual Card to be summoned into play.
- Ritual Magic is played during your Main Phase.
I. Monsters
Summoning Monsters
- You can summon 1 Monster per turn during your Main Phase.
- This is also referred to as a "Normal Summon".
- This does not include Fusion, Ritual, and other Special Summons, of which there is no limit to the number of times you can summon per Turn.
Sacrificial Summoning Rule
- When summoning a Monster, its Level must be taken note of.
A Level 1-4 Monster can be played onto the Field straight-away, but Monsters Level 5 & above require the player to sacrifice a number of Monsters in order to summon it into play.
*Level 5-6 Monster:
- Sacrifice 1 Monster on the Field in order to summon a Level 5-6 Monster into play.
*Level 7 & Above:
-Sacrifice 2 Monsters on the Field in order to summon a Level 7-&-above Monster into play.
Battle Modes
- Whenever you summon a new Monster onto the Field, you'll have to determine the position (or 'mode') it'll assume when it is put onto the Field.
The Monster can either assume:
- Attack Mode
- Reverse Defense Mode
(*Note: Once you have chosen the Monster's mode, it cannot be changed until your next Turn.)
When you play a Monster in Attack Mode, this is simply known as "summoning a Monster".
But when you play a Monster in Reverse Defense Mode, this is referred to as "setting a Monster".
Reverse Summon
- When you manually change a Monster's mode from Reverse (card face down) to Attack (card face up), this action is known as a "Reverse Summon".
*Keep this in mind.*
Monster Modes
- The Monster Card is placed faced-up vertically.
- Able to attack during the Battle Phase.
- The Monster Card is placed faced-up horizontally.
- Unable to attack during the Battle Phase.
Reverse Defense Mode
- The Monster Card is placed faced-down horizontally.
- This position is only available when a Monster first comes into play.
- Unable to attack during the Battle Phase.
- When attacked by another Monster during the Battle Phase, the Monster card will be turned face-up (thereby assuming 'Defense Mode') for damage resolving purposes.
- When affected by certain Magic (eg. "Sealing Swords of Light"), the Monster Card will be flipped over, thereby assuming 'Defense Mode'.
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