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 Basic Lecture #Part 1 - What are the Cards?

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Sakuya Izayoi

Sakuya Izayoi


Posts : 40
Join date : 2012-01-18
Age : 37
Location : City of Reinassance

Basic Lecture #Part 1  - What are the Cards? Empty
PostSubject: Basic Lecture #Part 1 - What are the Cards?   Basic Lecture #Part 1  - What are the Cards? I_icon_minitimeFri Jan 20, 2012 1:11 pm

Player's Guide

Each player's turn contains six phases (although some are technicalities and skipped in most situations): Draw Phase, Standby Phase, Main Phase 1, Battle Phase, Main Phase 2, and End Phase. During the Draw Phase, the turn player draws one card from his or her deck. The Standby phase exists only for card effects that occur at the beginning of the player's turn (e.g. maintenance costs for certain card effects) and is otherwise skipped. During each of the Main Phases, the player may "summon" a monster (once per turn, not counting other monsters summoned by card effects), manipulate monsters that are already in play, use Spell and Trap cards, and set cards face-down. During the Battle Phase, the player may attack the opponent's monsters (or his or her Life Points directly, if the opponent has no monsters in play) once with each of his or her own monsters, while the opponent may attempt to defend with his or her own Traps, Spells, or monster effects. The End Phase (like the Standby Phase) exists only for card effects that occur at the end of the player's turn, and is otherwise skipped. Play continues until a win condition is met. A player typically wins by reducing the opponent's Life Points to zero, but will also win if the opponent is unable to draw a card (i.e. has no cards left in his or her deck) or if a player successfully meets the conditions of a card that grants an automatic win (an uncommon strategy due to the relative ease with which a competitive opponent can prevent it).

Card Types

Monster Cards

Attacking with monster cards is the main means by which a player reduces the opponent's Life Points to zero. These cards are also used defensively, since the opponent's monsters cannot attack your Life Points directly as long as you have monsters in play. Furthermore, most monsters cards have their own effects (just like Spell and Trap cards), and can be manipulated by other cards. Before discussing their many functions and varieties, we will outline the common components of all monster cards.

ATK and DEF points:
These are short for 'attack' and 'defense', and determine the result of a battle between two monster cards (see more about attacking below). When a monster is involved in a battle while in Attack Position (whether attacking or being attacked), only its ATK points are applied and its DEF points are ignored. The reverse is also true: when a monster is attacked while in Defense Position, only its DEF points are applied and its ATK points are ignored. Monsters summoned in Defense position are placed face down unless otherwise stated (for example, monsters that are special summoned from the Extra Deck in Defense position are summoned face up), and remain face down until it is targeted by an opponent's monster or changed into Attack position. This is known as flip summoning, which can activate effects in certain monsters. During the Main Phases of each turn, players can choose to change the position of their monsters, provided they have not been summoned in the same turn and have not declared an attack.

Level/Rank:
This is indicated by the number of Level Stars shown under the monster card's name, and a higher level usually corresponds to higher ATK and DEF points. Recall that a player may summon one monster card per turn, in addition to those summoned by card effects. A monster card of level 4 or lower can be simply placed onto the field, or normal summoned. However, a monster card of level 5 or higher requires that the player first send one monster already in play to the Graveyard (the discard pile) before it can be summoned—a maneuver called tribute summoning. Furthermore, monster cards of level 7 or higher require two tributes in order to be tribute summoned. Note that tribute requirements do not apply to monster cards summoned by card effects (even their own); these special summons do not require any tributes, regardless of the level of the summoned monster card. In the case of Xyz Monsters their rank is indicated by black and yellow stars located on the left side of the card so card effects that apply towards a monster's level doesn't hold true for Xyz Monsters.

Attribute:
A monster card will have either a light, dark, earth, wind, fire, water, and divine attribute. This is indicated by an icon at the upper-right corner of the card. A monster card's attribute has no inherent significance (that is, a water-attribute monster has no advantage over a fire-attribute one), but is relevant in the context of other cards' effects (e.g. the Spell card Umiiruka adds 500 ATK points and subtracts 400 to their DEF points to all water-attribute monsters).
Type: Unlike the mere seven possible attributes, there are 23 different types which may apply to a monster card (Dragon, Spellcaster, Zombie, Warrior, Beast-Warrior, Beast, Winged Beast, Fiend, Fairy, Insect, Dinosaur, Reptile, Fish, Sea Serpent, Machine, Thunder, Aqua, Pyro , Rock, Plant, Psychic, Divine-Beast. All monster cards have one type . This is indicated in text form just above the card text. Like attributes, a monster card's type has no inherent significance and becomes relevant in the context of other cards' effects.

Monster Categories

There are several categories of monster cards, which are color-coded and vary in the methods by which they are summoned. Generally, the monsters with more difficult summoning methods will have higher ATK points and better card effects. Normal and Effect monsters can be Normal Summoned, Tribute Summoned or Special Summoned by card effects. All other types of cards need to Special Summoned by fulfilling the summoning requirements detailed below. Fusion, Synchro and Xyz Monsters are stored in an Extra Deck separate from the Main Deck. These cards may be resummoned from the graveyard provided they have been successfully summoned beforehand, though if they are returned to the Extra Deck, the player will need to refulfill the summoning requirements to summon them again.

There are several types of monsters, which differ mainly in the methods by which they are summoned:

1. Normal (yellow Label)
A standard monster that can be Normal or Tribute Summoned from the hand once per turn, as well as Special Summoned under certain conditions. Normal monsters typically do not have effects of their own, instead bearing a description of the monster in its card description.

2. Effect (orange label)
Similar to Normal monsters in the manner that they can be summoned, Effect monsters have a special effect listed in its card description which can be used under its given conditions. Several of the other monster types listed below may also possess effects.

3. Fusion (purple label)
A monster that is summoned from the Extra Deck by using a card with a Fusion effect, such as 'Polymerization', and tributing monster cards depicted in the Fusion monster's description from the hand or field.
Example: Using the 'Polymerization' spell card and tributing 'Elemental Hero Avian' and 'Elemental Hero Burstinatrix' allows the player to specially summon 'Elemental Hero Flame Wingman.'

4. Ritual (blue label)
A monster that is summoned from the hand or deck by using a Ritual Spell card and tributing monster cards from the hand and/or field according to the card's instructions, whose summed level must not be less than that of the Ritual Monster you wish to summon.
Example: Using the 'Black Luster Ritual' spell card and tributing monsters from the field and/or hand whose total levels equal Lv 8 or more allows player to special summon 'Black Luster Soldier' (Lv 8 Ritual Monster).

5. Synchro (White Label)
Introduced with the Yu-Gi-Oh! 5D's anime series. A monster that is summoned from the Extra Deck by tributing a 'Tuner' type monster with one or more non-Tuner monsters from the field, whose total levels equal the level of the Synchro Monster you wish to summon. With some exceptions, this usually does not require specific monsters.
Example: Sending 'Junk Synchron' (Lv 3 Tuner Monster) and 'Speed Warrior' (Lv 2) to the graveyard allows player to special summon 'Junk Warrior' (Lv 5 Synchro Monster).

6. Xyz (black label)
Introduced with the Yu-Gi-Oh! Zexal anime series. Xyz Monsters are summoned from the Extra Deck by 'overlaying' two or more monsters (the number is in the card's effect text) with the same level relevant to the Rank of the Xyz Monster the player wishes to summon. Material monsters are not sent to the graveyard but instead become 'Xyz Material', which are placed underneath the Xyz Monster in the Monster Zone. Xyz Material can be sent to the graveyard in order to activate an Xyz Monster's effects. Unlike other monsters, Xyz monsters don't have levels and thus they are unaffected by cards involving a monster's level and cannot be used for Ritual or Synchro Summoning.
Example: Overlaying two Lv 4 monsters allows player to special summon the 'No. 39 Utopia' (Rank 4).

7. Token
A low-powered monster summoned that can only be summoned through a card effect. These are typically used for defense or tribute purposes. Tokens may be used for Ritual or Synchro Summoning, but not for Xyz Summoning.

Attacking

As mentioned briefly in several above sections, attacking is a critical role of monster cards. It is the primary means by which a player reduces the opponent's Life Points. Only monster cards in Attack Position (placed in a vertical orientation) can attack, and each such monster card can attack once per turn during the Battle Phase.

When a monster card "declares an attack", one of the opponent's monsters is selected as the target. At this time, the ATK points of the attacking monster are compared with the relevant ATK or DEF points of the opponent's targeted monster (depending on whether it is in Attack Position or Defense Position). The monster card with the lower points is destroyed and sent to the Graveyard. If the destroyed monster card was in Attack Position, then its owner will lose Life Points equal to the difference between the two monsters' points. For example, if Mystic Tomato (which has 1400 ATK and 1100 DEF) attacks an opponent's Sangan (1000 ATK and 600 DEF) in Attack Position, then the opponent's Sangan is destroyed and he or she loses 400 Life Points. However, the owner will not not lose Life Points if his or her monster card was in Defense Position. In the previous example, if Sangan had been in Defense Position (placed in a horizontal orientation), then it would still be destroyed by an attacking Mystic Tomato but its owner would not lose Life Points.However, If the Defensive Points of a Card (for this example the card Mystic Elf, which has 800 ATK and 2000 DEF) is higher than the ATK points of the attacking Card, the owner of the attacking card will lose life poin t to the difference of each number (If Mystic Tomato attacked the Mystic Elf in Defense mode, the owner of Mystic Tomato would lose 600 life points). No Cards are destroyed after the end of a attack subject to a card effect (like D.D Warriors effect which removes both this card and the attacking card from play)

In this way, monster cards in Defense Position protect their owner's Life Points. On the other hand, only monster cards in Attack Position can declare attacks, and their positions cannot be manipulated afterward.

If the opponent has no monster cards in play, then an attacking monster may target the opponent's Life Points directly. This causes the full amount of that monster's ATK points to be deducted from the opponent's Life Points. A very general strategy is to use card effects (those of monster, Spell, and Trap cards) to eliminate the opponent's monsters, so that a player's own monsters can attack the opponent's Life Points directly.


Spell Cards

These are cards that can be played either from the hand, or set on the field for later use. They can either power up your monsters attack/defense, destroy other cards, increase life points, etc. It is important to have a good balance of these in your deck. Spells come in 6 forms.

1. Normal
Sent to the grave after the effect resolves.
2. Quick Play (appears as a lightning bolt)
Can be set to be activated during your opponents turn as well as your own, or played during your own turn outside of the main phases. However, you cannot activate a quick-play spell on the same turn that you set it on the field.
3. Continuous (appears as infinite Symbol)
Remain on the field after activation until they are removed or destroyed.
4. Equip (appears as a plus)
Attach to a monster to alter its stats, or provide an effect. If the equipped monster leaves the field, it loses Equip Spells.
5. Field (appears as a compass)
Played in a special field card zone, which provides an effect that takes place over the entire duel while active. Only one field card can be active in the duel at a time; if a player plays a field spell while one is already in play, the first field spell is destroyed.
6. Ritual (appears as a flame)
Used to summon ritual monsters.

Trap Cards

Cards that are activated in response to certain situations, most often when an opponent activates an effect or attacks. They are set face down on the field and cannot be activated on the turn they were placed down unless there is a card effect that says it could be activated the turn the trap card is set. Some are used to destroy an attacking monster, negate battle damage, or possibly redirect damage back to the opponent, though, these effects may differ. There are three types of trap cards:

1. Normal traps
They cannot be activated during either player's turn if it was set that turn. Certain normal traps turn into equip cards but are still considered normal trap cards.
2. Continuous trap cards(appears with the infinite symbol)
Their effect stays in play until its destruction circumstances are fulfilled.
3. Counter trap cards (appears with a curved arrow)
No cards except other Counter traps can be played after a Counter trap has been activated.

Spell Speed

Card effects all have certain speeds. This determines when they can be played and which effect can be "chained" to another.

Spell Speed 1 cards can ordinarily only be played during the turn of the player who controls the card. Comprises Spell cards (excluding Quick Play) and Monster Effects (excluding Quick Effect Monster cards)
Spell Speed 2 cards can be played in any turn, and can be activated in response to either Spell Speed 1 or 2. Comprises Quick Play spells and Normal/Continuous traps and Quick Effect Monster Cards.
Spell Speed 3 cards are only Counter trap cards. They can be activated in response to either Spell Speed 1, 2, or 3.
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