I. Monsters Continued
Changing Modes
You are allowed to manually change the modes of your Monsters once per Turn during your Main Phase if your Monster has not attacked for the Turn yet.
You can change a Monster's position from...
- Defense/Reverse Defense Mode to Attack Mode.
- Attack Mode to Defense Mode.
However, you cannot manually change a Monster's position from...
- Reverse Defense to Defense Mode.
(*This only occurs when a Monster assuming Reverse Defense gets attacked or affected by Magic; see section above.)
(*Note: A 'Reverse Attack Mode' exists, but it is not applicable under normal circumstances, and therefore not covered in detail here.)
II. Special Monster Summon.
Fusion Monster Cards are purple in color and they require the combination of 2 (or more) Monster Cards, together with the use of the "Fusion" Magic, in order to be brought into play.
- When playing with Fusion Monsters, the Fusion Monster Cards are not part of your Deck.
- Fusion Monster Cards are placed faced-down in the Fusion Deck Zone on the Field.
- Once you have the "Fusion" Magic Card together with the required component Monster Cards, you are ready to summon the Fusion Monster.
- Play the "Fusion" Card and send the component Monsters to the Grave.
(*Note: The component Monsters can either be in your Hand and/or on the Field.)
- Take the specific Fusion Monster from your Fusion Deck and put it onto the Field.
- Summoning a Fusion Monster counts as a Special Summon (ie. does not use up your 1-per-Turn regular summon).
*Rulings:
- Special Summon Monsters come into play face-up (Attack or Defense).
- When a Fusion Monster is destroyed, send it to your Graveyard. (It can now be the target of revival cards.)
- When a Fusion Monster is required to be "returned to Hand" or "shuffled into deck", return it to your Fusion Deck.
Ritual Monster Cards are blue in color and require an accompanying Ritual Magic Card in order for it to be summoned into play. A Ritual Monster requires the player to sacrifice a number of Monsters (from Hand/Field) to summon it onto the Field.
- When playing with Ritual Monsters, both the Ritual Monster and its accompanying Ritual Card are to be included in your Deck.
- Once you have both the Ritual Monster and its Ritual Card in your Hand, you are ready to summon it.
- Play the Ritual Card and sacrifice the required number of Monsters (whether if they are in your Hand or on the Field), sending them to your Graveyard.
- You have to sacrifice Monsters whose Level add up to either the required number of 'Stars' stated on the Ritual Monster/Magic card.
- Summon the Ritual Monster into play(counts as a Special Summon).
*Rulings:
- Special Summon Monsters come into play face-up (Attack or Defense).
- You can only use revival cards on a Ritual Monster in your Graveyard if it had been legally summoned onto the Field before it was destroyed. (*You cannot revive a Ritual Monster which was merely discarded .)
This generally refers to any Monster that cannot be summoned normally and has to go through some sort of special procedure in order to be brought into play. The way in which they are summoned differs with each Monster, so you will need to read the Monster card itself for instructions.
Some examples of Special Summon Monsters are: Magnet Valkyrion, Dark Necrophia, Metal Devil Zoa.
*Rulings:
- Special Summon Monsters come into play face-up (Attack or Defense).
- You can only use revival cards on a Special Summon Monsters in your Graveyard if it had been legally summoned onto the Field before it was destroyed. (*You cannot revive a Special Summon Monster which was merely discarded .)
III. Effect Monsters
- Effect Monster Cards are dark brown in color and possess special abilities which are written where the flavor text normally would be.
- Most Effect Monsters have different requirements for activating their effects. Refer to the card text itself for each given Monster.
- Some effects may be activated when the Monster is "summoned into play", "sent to Grave", etc.
- Others are permanently active so long as the Monster card is in play (ie. face-up).
- The abilities of all Effect Monsters can only be activated during the Main Phase of your Turn, unless otherwise stated.
(Effects are considered to have a Spell Speed of 1.)
- This is a special class of Effect Monsters whose abilities can only be activated when the Monster card is flipped over from face-down to face-up (Hence, the term "Reverse" effect.)
There are several ways in which Reverse Effects can be activated:
1. Reverse Summoning
- In order to activate the special ability of a Reverse Effect Monster, you must first set the Monster in Reverse Defense Mode when you first summon it into play.
- During your next Turn, flip the Monster's mode from Reverse Defense to Attack Mode.
(*This is known as "Reverse Summoning".)
- The Monster's special ability is now successfully activated.
(*If you let the Monster assume Attack Mode right from the start, its special ability can never be activated.)
2. Result of an Attack
- When your opponent attacks your Rev-Eff Monster while it is in
Reverse Defense Mode, its special ability is also activated because it is flipped over during the Damage Step.
- When this happens, damage is resolved first, followed by the Reverse Monster's ability (even if the Monster is destroyed during battle).
Example:
Player A's "Demon's Summon" attacks Player B's "Man-eating Bug" (which is in Reverse Defense Mode).
Step 1 [Card is flipped over]: Man-eating Bug is flipped over, thereby activating its Reverse Effect.
Step 2 [Resolve the Damage]: The Man-eating Bug is destroyed.
Step 3 [Activate Special Ability]: Man-eating Bug's Effect is activated; destroys target Monster in play.
3. Other Means
- Some Magic/Trap Effects may cause Monster cards in Reverse Defense to flip over (eg. Sealing Swords of Light).
In such cases, any Reverse Effects will also be activated.
*Take note of certain cards which may cause the Monster to flip over but disable its effect.*
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