Spell card set and activate
Spell card set and activate
I have read somewhere that you can set and activate a normal spell card in the same turn. I did do it in my locaction but the spoiled brat I played against said no and everyone in the room said no.
But I was quite sure I read it somewhere. Am I wrong?
But I was quite sure I read it somewhere. Am I wrong?
Re: Spell card set and activate
why would you set something you will activate the same turn?..... also, i have an understanding that no, you cant, if you set a card you must wait 1 turn to be able to activate it...
....."力"..."暗".....


Re: Spell card set and activate
This. You can't set anything and then flip/activate it that same turn.pyropiks wrote:why would you set something you will activate the same turn?..... also, i have an understanding that no, you cant, if you set a card you must wait 1 turn to be able to activate it...
Re: Spell card set and activate
I found it now on the yugi wiki:
Although Spell Cards are as powerful as a Trap Card, they have the advantage that they may be played the turn they are drawn without having to Set them first. A Set Spell Card may be activated the turn it is Set as well (with the exception of Quick-Play Spell Cards).
I think its very important, especially for my mill deck.
Although Spell Cards are as powerful as a Trap Card, they have the advantage that they may be played the turn they are drawn without having to Set them first. A Set Spell Card may be activated the turn it is Set as well (with the exception of Quick-Play Spell Cards).
I think its very important, especially for my mill deck.
Re: Spell card set and activate
really?.. i can?.. haha nice, still, i dont know why would i if i am going to activate it anywayVentus wrote:I found it now on the yugi wiki:
Although Spell Cards are as powerful as a Trap Card, they have the advantage that they may be played the turn they are drawn without having to Set them first. A Set Spell Card may be activated the turn it is Set as well (with the exception of Quick-Play Spell Cards).
I think its very important, especially for my mill deck.
....."力"..."暗".....


Re: Spell card set and activate
Just imagine you have a really important trap card that could save your ass and you some other spell cards or whatever on your hand. Set a spell card many activate MST or whatever in this turn so it wont chain.
Re: Spell card set and activate
well yes it can diverge attention towards it, but i dunno, i just wouldnt.. if it suits you then go ahead C:
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- shadowdragon
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Re: Spell card set and activate
that move of setting the spell works nicely at my locals. kids are so gungho to mst any possible traps that u can put down trap cards that activate "when this card is destroyed by an effect..." and they'll bite on it 50% of the time. then after they see you do it, they'll let u set bth and not go after it. chess games lol
Re: Spell card set and activate
oh i love to play chess C: (yes, even more than yugi)... wel i might try it out, as i said, i thought you couldnt.shadowdragon wrote:that move of setting the spell works nicely at my locals. kids are so gungho to mst any possible traps that u can put down trap cards that activate "when this card is destroyed by an effect..." and they'll bite on it 50% of the time. then after they see you do it, they'll let u set bth and not go after it. chess games lol
....."力"..."暗".....


- shadowdragon
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Re: Spell card set and activate
if you've noticed, my builds are based around chess type strategies.
Re: Spell card set and activate
You really can set normal/continuous/equip spell cards and activate them later in the turn. It is so because the lockdown that cause a card to not be able to be activated after it is set is because of the possibility of chaining the card. It would be too strong to be able to set quick-play/trap cards and be able to activate them right away.
As to why you would set spell cards before activating them:
You can set your normal spell cards before flipping morphing jar for example, that way you keep everything and still be able to activate the normal spell cards later during the turn. You can protect your hand by doing so. (Morphing jar, Card Destruction, Reload, you may want to keep cards before activating them)
For example, set giant trunade and other cards, flip morphing jar, get a tuner in the new hand, activate giant trunade and synchro. Without knowing if you'd get a monster/tuner, it would've been risky to activate giant trunade before hand.
As to why you would set spell cards before activating them:
You can set your normal spell cards before flipping morphing jar for example, that way you keep everything and still be able to activate the normal spell cards later during the turn. You can protect your hand by doing so. (Morphing jar, Card Destruction, Reload, you may want to keep cards before activating them)
For example, set giant trunade and other cards, flip morphing jar, get a tuner in the new hand, activate giant trunade and synchro. Without knowing if you'd get a monster/tuner, it would've been risky to activate giant trunade before hand.
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Re: Spell card set and activate
well, i have not.. but i'll search your builds.... (when i do a OTK or a BIG win i say checkmateshadowdragon wrote:if you've noticed, my builds are based around chess type strategies.

Kyduk, thats very explanatory, thanks... so this actually works well, nice
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Re: Spell card set and activate
Yeah because of MJ I was quite pissed that the brats wouldnt let me do it
Re: Spell card set and activate
O_O Wow, you really do learn something new every day, lol. And yeh, for why you set them, shadowdragon is dead on. So many people love backrow hate, setting the occasional spell card as bait tends to keep them thinking.
Re: Spell card set and activate
you can also set your field spell over your existing one if it gets you a bonus.
i.e. geartown or karakuri showdown castle
and then still activate it later that turn
i.e. geartown or karakuri showdown castle
and then still activate it later that turn
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