I.Monsters ContinuedII
Toon Monsters
- Another type of Effect Monsters; "Toon Monsters" have the word "Toon" written next to their Class name.
- All Toon Monsters have the following ruling:
[Toon Monster Ruling]
- Toon Monsters can only be summoned when their controller has Toon World already in play.
- Summoning Toon Monsters count as a Special Summon.
- Toon Monsters cannot attack on the Turn they are summoned into play.
- When the Player's Toon World is leaves play, destroy all Toon Monsters.
- The Player has to pay 500 LP in order for a Toon Monster to attack.
- Toon Monsters may choose to attack the opposing player directly, irregardless if the opponent has a Monster in play..
- If your opponent also controls a Toon Monster, your Toon Monster is unable to attack the opponent directly.
Spirit Monsters
- This is the newly-introduced type of Monsters in Mythological Age.
- "Spirit Monsters" have the word "Spirit" written next to their Class name.
- All Spirit Monsters have the following ruling:
[Spirit Monster Ruling]
- Spirit Monsters CANNOT be Special-Summoned into play.
- When a Spirit Monster is summoned into play or when it is flipped over, it will return to its owner's Hand during the End Phase of the current Turn.
*Notes:
- You can only summon them as your 1-per-Turn; once they are sent to Grave, you cannot revive them.
IV. Resolving Combat
- During the Battle Phase, each Monster in Attack Mode may attack only once.
- When a Monster attacks another Monster, the following scenarios may occur...
[Attack Vs. Attack]
- When a Monster attacks an opposing Monster (also in Attack Mode), their Attack ratings are compared.
- The Monster with the lower Attack rating is defeated and sent to it's owner's Graveyard. The difference between both Monster's Attack rating is the damage dealt to the losing Player.
Example:
Player A's "Blue Eyes White Dragon" (Attack 3000) Vs. Player B's "Black Magician" (Attack 2500)
Result: Black Magician is defeated and Player B receives 500 damage
(3000 - 2500 = 500).
[Attack Vs. Defense]
- When a Monster attacks an opposing Monster (in Defense Mode), the attacker's Attack rating is compared to the defender's Defense rating.
- If the attacker's Attack rating is greater than that of defender's Defense rating, the defender is defeated and sent to its owner's Graveyard. No damage is dealt to the losing Player this way.
Example:
Player A's "Black Magician" (Attack 2500) Vs. Player B's "Black Knight Gaia" (Defense 2100)
Result: Black Knigth Gaia is defeated and sent to its owner's Graveyard. No changes occur in Player B's LP.
- If the attacker's Attack rating is lower than that of defender's Defense rating, the attacking Player receives damage which is equal to the difference between both Monster's Attack/Defense rating. (Neither Monster is destroyed.)
Example:
Player A's "Flame Swordsman" (Attack 1800) Vs. Player B's "Holy Elf" (Defense 2000)
Result: Player A receives 200 damage (2000 - 1800 = 200). Neither Monster is affected.
- If the attacker's Attack rating is the same as that of defender's Defense rating, nothing happens.
(Neither Player receives any damage and neither Monster is destroyed.)
Example:
Player A's "Curse of Dragon" (Attack 2000) Vs. Player B's "Holy Elf" (Defense 2000)
Result: Nothing happens.
[No Monsters in Play]
- If the opponent has no Monsters in play, the player may attack him directly for Direct Damage.
- The damage dealt is equal to that of the Attacking Monster's Attack rating.
Example:
Player A has "Red Eyes Black Dragon" in play, but Player B has no Monsters left on the Field.
"Red Eyes Black Dragon" (Attack 2400) attackes Player B for Direct Damage.
Result: Player B loses 2400 LP.
I.Trap Cards
- Trap Cards cannot be played straight from your Hand.
- They have to be placed face down on the Field (thereby taking up one of your Magic/Trap slots) during the Main Phase before they can be used (or 'activated').
- A Trap Card has to remain on the Field for at least one turn before it can be activated.
(*You cannot activate a Trap Card on the turn it was set on the Field.)
- Trap Cards can be activated during your opponent's turn.
- Trap Cards are discarded after use (unless otherwise specified).
- Various types of Trap 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 Trap Cards are identified by special icons which appear below the card's name.
Normal Trap
Spell Speed: 2
- These are regular Traps.
Examples: Drop Hole (V1), Holy Barrier -Mirror Force- (V7)
Permanent Trap
Spell Speed: 2
- When activated, Permanent Traps remain on the Field (thereby taking up one Magic/Trap slot) until their effect ends or when they are destroyed.
Examples: Thieving Goblin (V7), Pentagram Curse (V7)
Counter Trap
Spell Speed: 3
- This is a special class of Trap Cards which can be used to counter the effects of other Magic/Trap Cards.
# Examples: Magic Jammer (V6), Rising Horn (V6), Thieve's Seven Tools (V6), God's Declaration (V6)
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