For me, it is. Literally EVERY Crystal Beast card quick or trigger effect works during the damage step due to the new support being designed to trigger Crystal Conclave and Ultimate Crystal Magic. The best beneficiary being Bridge of the Heart, wich effectively becomes a reusable spell speed 4 Compulse.
Well, they also taught you other things besides the rules so it made more sense for that reason. Nowadays, they would teach you how to use hand traps and play through a Skill Drain or Mystic Mine.
The problem with Duel Academy is that they've asked pointless questions that anybody could answer, for example the sub-categories of spell and trap cards. That made it even worse whenever Syrus got ridiculed for not being able to answer, because the questions are way too easy.
And to think, this is only an intermediate class. We'd need an entire semester to learn about how the old turn priority system worked with ignition/activated effects that allows you to activate them on summon as a pseudo quick effect.
My parents: "Son, please! You have so much potential! Become an engineer, a doctor, a lawyer!" Me: "Shut up! I'm dedicating my life to learning about the Damage Step, and that's final!"
It's pretty simple really. Here's what works: 1)Cards that SAY they can activate their effects in the damage step(i.e. Emperor Charles and Michizure) 2)Cards that can modify Atk/Def as their MAIN EFFECT at SS 2 or higher(Quick effect monsters that summon/equip/trigger/suicide while modifying stats, or Quick Plays/Traps that involve a stat change in the initial part of the description of their effects) 3)SS2 Cards that can negate an ACTIVATION that occurs during the damage step(but negating an effect is a no-no, that's why Hayate can snipe its own deck past Ash Blossom) 4)Counter traps that trigger off of an action that can and does occur during the damage step(basically Old Man Says No at this point, but some archetypes have toys like Orcust Crescendo, Nine Pillars and Beetrooper Fly & Sting to work with) 5)Effects that involve battle destruction, battle damage or state "damage calculation" anywhere in them(all of this IS part of damage calculation) 6)Continuous effects of monsters flipped face up by battle(i.e. Kaijis flipped down by Capture Mission allowing a second to be plopped down on the opponent's field will explode immediately when attacked regardless of their attacker's stats if the 1 Kaiju limitation is broken because of it) 7)FLIP Monster effects triggered by battle(not to be confused with effects that activate when a monster is flip summoned, or flipped face up) resolve at the end of damage calculation(which is why a Penguin Soldier destroyed by battle can't return itself to hand) 8)Whatever the rulings say works, regardless of what the card says And what doesn't: 1)Cards that meet the above critera but mention it as an exception for their activation capabilities because (*POMU*) that's why 2)Whatever the official rulings say doesn't work 3)Everything else Yeah, I think I get why people have a headache with this now.
This is correct. Though this possible due to the really plethora of cards and cards that will be made in the future aaaaand due to the text which what state it says.
I'm gonna nitpick at the continuous effects part. It's true but continuous effects *do not activate* . They are applied the instant a monster flips face-up or is summoned for whatever reason. Edit: I misread the start and thought it started with the word activates, so maybe the nitpick is not needed but I will leave this one up since continuous effects are often confused with activations.
@@GaussianEntity Skull Invitation, Spell Absorption, and Curse of Darkness are continuous Spell/Trap that do not activate their effects, while Room of Nightmares and Soul Absorption activates and creates a chain. So yeah, card text really affects how Continuous cards behave as well as non Continuous cards that has passive effects that do not activate like Labrynth FS and Tax Dragon.
Yes yugioh is a game of exceptions. Like cards have restrictions printed on them that aren't negateable which are referred to as conditions rather than effects but effects can be worded similarly and be negateable.
Another good example of a card that can activate its effect *during the damage calculation* is Witchcrafter Madame Verre (smug loli), specifically its effect to boost a spellcaster's ATK & DEF when battling another monster by revealing any number of spells with different names in your hand (1000 per spell revealed).
The damages step is that moment where I can freely activate all my favorite effects and you can't do shit about it, including summons, searches, mills, removal and fusion because CRYSTAL BEASTS BEST DECK.
dang. Cant imagine that. Only played borrelsword in MD and it confused me A LOT. Which eff is changing battle position and which eff is atk changing. Sometimes it caused me to lose the duel.
At a certain point I must question WHY the game was designed this way. I know I'll never get an answer, but I wish I knew what Konami's thought process and end goal was in designing the Battle Phase this way. Is it a balance issue that some negates are possible at some points in the Damage Step and others aren't? If so, was that really the best and most understandable way of doing it? And I'm sure it's Konami because I don't believe for a second Kazuki Takahashi dreamt up all these intricacies for a MTG parody that was initially supposed to last like two chapters in his manga.
The "MTG parody" line makes for an interesting point of comparison where damage itself used to, but no longer, uses the stack at all in MTG, which makes YGO a weird middleground between how MTG was before (you can do a remarkable amount of things while damage is on the stack) and where it is now (damage just happens, there's no 'time' to interact with it once it occurs).
@@JonaGDP Yes: think that stuff like "Damage Step phases" and "Missing the timing" where at one point just technicalities nobody cared about, until confusion on the ignition of certain effects would start sprouting more and more as more cards were added, then forcing Konami to design the effects of new cards *specifically with those small technicalities* in mind to balance them. Basically, the recipe for a ruling mess.
This is just a cliff notes version. You also have to learn the difference in each card and its rulings and whether it misses timing or not in certain situations.
As a mtg player, missing timing, spell speed, and all this damage step stuff are the worst rulings i have ever had to hear about. Can you do a video explaining the differences between the two games with examples like that?
Yeah missing timing is the worst thing for a player. But spell speed exists in mtg too, sorceries and instants, just in yugioh it isnt that obvious which spell is which speed, players normally just have to learn the complex rules eventually
@@MrMilitoso ya but at least mtg calls them different things vs just a small picture in the top right corner. And the ruling on "missing timing" should just be gotten rid of and just have it as "if this card is destroyed, x effect happens." None of this 'well it says when and not if so it works differently yadda yadda bs.' Not to mention another dumb thing is cards having to be properly summoned before you can like monster reborn them. Why is that a rule!? Thats so stupid! If thats a rule, then have the card say it. Dont expect new people to know that!
@@MusicalBoarder Both of missing the timing and semi-nomi (must first be special summoned monsters) were a previous point of balance. Cheesing these monsters out with Monster Reborn was universally agreed to suck so Konami did the sane thing and prevented that from happening. Same with missing the timing. Nowadays it's mostly a headache although some old cards would have probably been banned if they couldn't miss timing (Black Rose Dragon comes to mind here).
I'd like to see one of these about what effects can or cannot trigger when a card is destroyed/banished/tributed/sent to the graveyard/returned to the hand/returned to the deck/used as a material/discarded as a cost/discarded from an effect/put in the extra deck face-up/banished face-down/detached/equipped/put on top of your deck (sometimes even face up)/leaving the field... And I'm pretty sure I'm missing a handful.
This is clearly a carefully and well planed game with mechanics that weren't at all ad-hoc specified after they had been printing cards and started doing official tournaments.
A little mention: cards that modify ATK/DEF and that can be activated during the Damage Step only if that effect don't specify a specific moment or condition, like Wall of Disruption it's in attack declaration.
A moonspider, telling me how to duel in a children's card game like a Pharaoh with No Name, but using words and sentences that remind me of Kaiba. I have been sent to the Abridged realm...haven't I..?
Well man I think I'm subscribed to all your channels now happened slowly overtime lol. I had no idea that you were duel logs and the wow channel I'd been watching for awhile bahaha. Then stumbled across your magic the gathering channel in my feed, now this. Great stuff man absolutely love your content. If you ever start a Hearthstone channel I could be a huge asset to your team! Good luck and keep up the great work
God this video gave me so many KSS flashbacks. For the uninitiated, KSS stands for Konami Said So and it's basically any examples of card rulings that contradict other ones. Curse of Anubis is a glaring KSS example.
The only cards that can be activated during the damage step are cards that change attack/defense values (as part of their first effect) and cards that negate activations NOT the effect. The effects of floaters trigger at the end of the damage step. Tldr for people who won't watch the whole video.
Giant Ballpark is one of my favorite cards to build around, and the only reason it works at all is because the damage step is so fucky and unintuitive.
after an effect resolve you/your opponent can activate new chain...honest vs honest scenario, player who drop honest first loses why? You can let it resolve then later on a new chain you can drop your honest to increase your mon atk.
Ah yes i cant wait till the next lesson where we learn the difference bewteen : and ; or the ever so simple terminology behind missed timing and the like
@@CrnaStrela Nah, if you want your opponents to activate *nothing* during the battle phase, you gotta use THE LIGHTNING! Actually, since it locks out your opponent as soon as it declares an attack, before damage calc, you can do silly things like declare an attack with it, and then, before damage calc, drop unrelated trap/quick effects and your opponent can't do anything because The Lightning is attacking so they're not allowed to.
Not all counter traps can be activated in the damage step 1st they mist meet the trigger and as part of the effect either modulate the atk or def or monsters. Or negate the "activation" of a card or effect . Negating activation is important here as negating the effect is not enough the activation must be negated to activate in the damage step.
12:40 So facedown monsters, flipped face up for damage calculation are not considered to be on the field? Does that mean that if I attack a facedown Toon monster while my opponent has Toon Kingdom the Toon monster doesn't gain protection?
Slight misunderstanding, "So facedown monsters, flipped face up for damage calculation are not considered to be on the field?" isn't quite how it works. If a face-down monster is flipped face-up for _damage calculation_ , it's considered on the field, just as any other monster would be. It's only if it is destroyed during _damage calculation_ that it gets the "marked as destroyed" tag that has it floating in this "not considered to be on the field" limbo state during the _after damage calculation_ step. Monsters that were destroyed by battle (regardless of position) are still physically present on the field at this _after damage calculation_ step, but are not considered to be "on the field" for the purposes of rules and effects. They're "marked as destroyed" and will be sent to the GY/ wherever appropriate during the next step, _end of damage calculation_ , but their destruction hasn't fully resolved yet; It's set in stone that they are destroyed but it isn't a completed process yet. So for this brief window during _after damage calculation_ they're "not on the field" because they were destroyed, but they haven't quite "left the field" yet because that happens at the _end of damage calculation._ If a FLIP monster was face-down and was flipped face-up for damage calculation, the "after damage calculation" step is also where it's FLIP effect activates. *This is the case regardless of if it is/ isn't destroyed by that battle* ; If it is destroyed the effect still activate, _unless it's effect necessitates the monster is on the field to resolve successfully,_ in which case it cannot resolve because the monster is marked as destroyed and therefore is not considered "on the field". This is why Dummy Golem & Parasite Paracide can't resolve, while Man-Eater Bug and Penguin Soldier can. It is also why Penguin Soldier cannot target itself to be bounced with it's FLIP effect if it was flipped by an attack and destroyed by that battle, as it is "not on the field" to be targeted. *Toon Kingdom* I'm less certain about, but reading it I'm pretty sure it still can protect a Toon monster; "If a Toon monster(s) you control would be destroyed by battle or card effect, you can banish 1 card from the top of your Deck, face-down, for each of those monster(s) instead." is an effect that triggers in response to when a Toon would be destroyed, rather than in advance of the destruction being applied, so I believe it'd trigger during damage calculation at the point where the Toon would become "marked as destroyed" and would still be able to protect the Toon monster.
@@snowboundwhale6860 A lot of this is all correct. About 99% of it and is a really good explanation. The only inaccuracy you've got is Toon Kingdom being a trigger effect. It's not. It's a continuous-like replacement effect similar to Salamangreat Balelynx or Dingirsu. They don't activate (and thus don't use the chain). They instead just apply their effect when something would be destroyed and is why they're able to be used in the Damage step and all of its substeps.
@@thk573 Ah I see, thank you. I knew they didn't start a chain based on Thunder Dragon Colossus interactions but I didn't know if they had their own name distinct from trigger effects.
I actually was wondering why I had a situation where I had a set Infinite Impermanence but couldn't activate it when I attacked into a Flip monster. This kind of makes me think about how Spell Speed 4 effects are Spell Speed 1 unless otherwise stated.
spell speed 4 doesn't actually say anything about timing requirements to use a card/effect. you could easily design a spell speed 1 card (normal spell card, or normal summon like obelisk) that locks people out of effects with it is happening.
@@suddenllybah I kind of meant it more in that you can't activate a Spell Speed 4 effect during your opponents turn unless there's another part of the effect that says you can. Like how Accesscode Talker's attack gain and card destruction effects can't be responded to by your opponent, but you can only use those effects during your turn. As opposed to Super Poly being able to be activated whenever because it's also a Quick Play Spell.
Spell speed 4 is just fan name, they are just cards that cannot be responded, officially the fastest cards are spell speed 3 and I believe none of the "spell speed 4" cards can respond to it
At 13:50 that image u inserted clearly shows how many sub-steps are in the Damage step. I just want to know where did u get/see/read "AFTER* the start of the Damage step" (8:07) ? 🤔
4:50 there's another trap, called inverse universe that does the same and has the same restrictions, even when its effect is permanent while they remain on the field.
Question: If i add Infernity Suppression and my hand is empty, i set Suppression and i have an Infernity Archfiend and Star Eater on board, goes into battle phase, enemy activates Kiteroid, why on earth I can't activate Infernity Suppression neither both times of Kiteroids activation effect??? Infernity Suppression can be activated the turn it was set, has to have no hand and a Infernity Monster face up, how then i cant negate a Monster effect like kiteroid but can negate Beacon Saver ???
The Weather Thundery Canvas gives The Weather monsters an effect which can activate at the Start of the Damage Step, and the effect doesn’t affect attack points, it bounces the opponent’s monster back to the hand. Sadly, Auroral Canvas has a specific restriction against being used in the Damage Step, presumably in order to prevent The Weather players from banishing the bounced card.
Please anyone answer : the card SUPER RUSH HEADLONG,it says destroy that opponent's monster at the start of the damage step, Can I activate this card at the start of the damage step or not ?
Ah that explain my master duel match few days ago, i was confuse why white knight is activatable during the damage step, just realize it sends monster from both extradeck and then *increase* its attack, and then the monster i sent to gy float effect activated (in my case ntss)
So it’s been argued over and over, but the damage step and damage calc are not the same even tho the damage calc is a substep of the damage step. Cards like forbidden chalice/droplets that change atk value can only be activated at the START of the damage step, but not DURING the damage calc correct? So a card like Vampire Fraulien which can only activate DURING the damage calc cannot be negated by a card like Forbidden Droplet as they cannot chain to the effect of Fraulien since they can only activate it at the START of damage step and not during
Both raigeki break and forbidden lance are spell speed 2, why raigeki break isn't fast enough? You just need to chain after the enemy activate forbidden lance.
Did you do the "Spell Speed" thing? Am still confused with this. Thanks for the detailed lesson about damage step. Man need PhD for us to understand this.
That's fan made terms. Spell speed 1 thing only activates during Your turn, spell speed 2 activates during either turn, spell speed 3 usually refers to counter trap for being the fastest card that can't ve responded to, unless you have another counter trap to counter your opponent's counter trap card, and spell speed 4, is effect that can't be responded to, AT ALL, (unless there's a face up fabled unicore), like super poly, borrelsword's double attack effect, etc.
Hello TheDuelLogs Duel Logs. Out of curiosity, have you ever played Soukou Akki Muramasa, also known as Full Metal Daemon Muramasa? I ask only because your spidersona is very reminiscent of Muramasa from Soukou Akki Muramasa.
You know, while we're here....how some dude activated crossout designator in response to my monster reborn, sends forbidden droplet and my MR gets negated?
Im little confuse on how much damage you take when you attack a face up monster does that monster take there original damage or is it half like if your monster has 4000 damage it it attack as monster that face up as a otk does it half the attack of that monster if it get destroy?
The most complicated part of the damage step is 100% because of the fact that during the same situation extremely similar cards activate when others can't, just like fabled and dark world a lot of people would think they work identical but just a very slight change in how it is worded specifically completely changes the card effect
Ya cuz she specifically states that she’s able to when a sky striker link monster is destroyed by battle, not really a loophole when the card itself says it allows it
Legit question. If I Lance there monster and they chain solemn judgment as a counter trap to negate my Lance. After it resolves (during damage step) am I allowed to activate my forbidden chalice to boost my monsters atk or is the damage step now officially over
No. You can't activate a Spell Speed 2 card in response to a Spell Speed 3 card. Once Solemn Judgement resolves, everything goes backward from there. Judgement resolves, Lance being negated, battle going through.
Who would've guessed the Damage Step is so simple? All you need is a PhD.
Hätte nicht erwartet einen Kommentar vom wahren TrueMG hier zu finden!
it's a children's card game, of course you need a PhD to understand it
For me, it is. Literally EVERY Crystal Beast card quick or trigger effect works during the damage step due to the new support being designed to trigger Crystal Conclave and Ultimate Crystal Magic. The best beneficiary being Bridge of the Heart, wich effectively becomes a reusable spell speed 4 Compulse.
You misspeled three* PhD
If Crowler (a guy with a PhD in dueling) had known what 'Damage Calculation' is, he would have won against Jaden in the first episode of GX.
Huh, perhaps having an entire university dedicated to teaching yugioh in GX wasnt so unrealistic.
Well, they also taught you other things besides the rules so it made more sense for that reason. Nowadays, they would teach you how to use hand traps and play through a Skill Drain or Mystic Mine.
The problem with Duel Academy is that they've asked pointless questions that anybody could answer, for example the sub-categories of spell and trap cards. That made it even worse whenever Syrus got ridiculed for not being able to answer, because the questions are way too easy.
Lol, i am having a strok
And to think, this is only an intermediate class.
We'd need an entire semester to learn about how the old turn priority system worked with ignition/activated effects that allows you to activate them on summon as a pseudo quick effect.
This is what the GX kids were studying.
Tl;dr, the turn player had Chain Link 1 privileges with ignition effects.
My parents: "Son, please! You have so much potential! Become an engineer, a doctor, a lawyer!"
Me: "Shut up! I'm dedicating my life to learning about the Damage Step, and that's final!"
That's basicly the same as a lawyer
It's pretty simple really. Here's what works:
1)Cards that SAY they can activate their effects in the damage step(i.e. Emperor Charles and Michizure)
2)Cards that can modify Atk/Def as their MAIN EFFECT at SS 2 or higher(Quick effect monsters that summon/equip/trigger/suicide while modifying stats, or Quick Plays/Traps that involve a stat change in the initial part of the description of their effects)
3)SS2 Cards that can negate an ACTIVATION that occurs during the damage step(but negating an effect is a no-no, that's why Hayate can snipe its own deck past Ash Blossom)
4)Counter traps that trigger off of an action that can and does occur during the damage step(basically Old Man Says No at this point, but some archetypes have toys like Orcust Crescendo, Nine Pillars and Beetrooper Fly & Sting to work with)
5)Effects that involve battle destruction, battle damage or state "damage calculation" anywhere in them(all of this IS part of damage calculation)
6)Continuous effects of monsters flipped face up by battle(i.e. Kaijis flipped down by Capture Mission allowing a second to be plopped down on the opponent's field will explode immediately when attacked regardless of their attacker's stats if the 1 Kaiju limitation is broken because of it)
7)FLIP Monster effects triggered by battle(not to be confused with effects that activate when a monster is flip summoned, or flipped face up) resolve at the end of damage calculation(which is why a Penguin Soldier destroyed by battle can't return itself to hand)
8)Whatever the rulings say works, regardless of what the card says
And what doesn't:
1)Cards that meet the above critera but mention it as an exception for their activation capabilities because (*POMU*) that's why
2)Whatever the official rulings say doesn't work
3)Everything else
Yeah, I think I get why people have a headache with this now.
This is correct. Though this possible due to the really plethora of cards and cards that will be made in the future aaaaand due to the text which what state it says.
"pretty simple"
*proceeds to type a 90 lines paragraph*
I'm gonna nitpick at the continuous effects part. It's true but continuous effects *do not activate* . They are applied the instant a monster flips face-up or is summoned for whatever reason.
Edit: I misread the start and thought it started with the word activates, so maybe the nitpick is not needed but I will leave this one up since continuous effects are often confused with activations.
Thank you my dude 😂😂🙏
@@GaussianEntity Skull Invitation, Spell Absorption, and Curse of Darkness are continuous Spell/Trap that do not activate their effects, while Room of Nightmares and Soul Absorption activates and creates a chain.
So yeah, card text really affects how Continuous cards behave as well as non Continuous cards that has passive effects that do not activate like Labrynth FS and Tax Dragon.
so basically you can't activate effects during the damage step unless you can, and you can negate activations during the damage step unless you can't?
yes
yesn't
Yes yugioh is a game of exceptions.
Like cards have restrictions printed on them that aren't negateable which are referred to as conditions rather than effects but effects can be worded similarly and be negateable.
Thank you Mr. TheDuelLogs, we need more people like you and Coder to help us man children understanding the least likable phase of this card game.
🤣
Duellogs and coder in ruling quiz when
@@Beraka114 can’t wait for Coder to have to find 8 Crazy Box Turbo rulings
I think you meant least likeable card game
@@redmin3r311 cry louder
I remember that when Honest came out, my friends at locals basically made the "Honest step"
Another good example of a card that can activate its effect *during the damage calculation* is Witchcrafter Madame Verre (smug loli), specifically its effect to boost a spellcaster's ATK & DEF when battling another monster by revealing any number of spells with different names in your hand (1000 per spell revealed).
Happy to see more of spider logs on the channel. It's a better mascot than Akiza
say sike right now
The damages step is that moment where I can freely activate all my favorite effects and you can't do shit about it, including summons, searches, mills, removal and fusion because CRYSTAL BEASTS BEST DECK.
My favorite part of playing subterrors IS having the Game asking me like 3 times in every Battle phase if I want to activate the effect
dang. Cant imagine that. Only played borrelsword in MD and it confused me A LOT. Which eff is changing battle position and which eff is atk changing. Sometimes it caused me to lose the duel.
@@reisen9584 oh. I have to REMEMBER that activacting final Battle also prompts gurus quick effect and if I ever click that one by accident Im fucked
now crawler's PhD makes sense, you need a PhD to learn this
GX having a school where they teach you Yugioh doesn't seem so far fetched anymore...
telling twitch chat to shut up when they ask a simple question will always be funny
TheDuelLogs is slowly but surely embracing is inner arachnid
I never played yugioh but i love watching your vids because this children's card game is the most complicated thing in the universe.
Yu gi oh rules about phases be like
Draw phase:🙂
Standby phase:😓
Main phases: 🙂
Battle phase:💀
End phase: 😓
At a certain point I must question WHY the game was designed this way. I know I'll never get an answer, but I wish I knew what Konami's thought process and end goal was in designing the Battle Phase this way. Is it a balance issue that some negates are possible at some points in the Damage Step and others aren't? If so, was that really the best and most understandable way of doing it?
And I'm sure it's Konami because I don't believe for a second Kazuki Takahashi dreamt up all these intricacies for a MTG parody that was initially supposed to last like two chapters in his manga.
The "MTG parody" line makes for an interesting point of comparison where damage itself used to, but no longer, uses the stack at all in MTG, which makes YGO a weird middleground between how MTG was before (you can do a remarkable amount of things while damage is on the stack) and where it is now (damage just happens, there's no 'time' to interact with it once it occurs).
Because the game was actually first implemented on the Gameboy, before the physical card game was a thing.
I pretty sure there wasn't one. It feels like "Just let it happen and let's see how it goes" and all start changing it from there onward.
@@JonaGDP Yes: think that stuff like "Damage Step phases" and "Missing the timing" where at one point just technicalities nobody cared about, until confusion on the ignition of certain effects would start sprouting more and more as more cards were added, then forcing Konami to design the effects of new cards *specifically with those small technicalities* in mind to balance them. Basically, the recipe for a ruling mess.
Yu Gi Oh is an easy game, you just need a 15 minutes essay on how to go through one sub-phases from one of the 6 phases of the turn 👌
This is just a cliff notes version. You also have to learn the difference in each card and its rulings and whether it misses timing or not in certain situations.
As a mtg player, missing timing, spell speed, and all this damage step stuff are the worst rulings i have ever had to hear about. Can you do a video explaining the differences between the two games with examples like that?
Yeah missing timing is the worst thing for a player. But spell speed exists in mtg too, sorceries and instants, just in yugioh it isnt that obvious which spell is which speed, players normally just have to learn the complex rules eventually
@@MrMilitoso ya but at least mtg calls them different things vs just a small picture in the top right corner. And the ruling on "missing timing" should just be gotten rid of and just have it as "if this card is destroyed, x effect happens." None of this 'well it says when and not if so it works differently yadda yadda bs.' Not to mention another dumb thing is cards having to be properly summoned before you can like monster reborn them. Why is that a rule!? Thats so stupid! If thats a rule, then have the card say it. Dont expect new people to know that!
@@MusicalBoarder Both of missing the timing and semi-nomi (must first be special summoned monsters) were a previous point of balance. Cheesing these monsters out with Monster Reborn was universally agreed to suck so Konami did the sane thing and prevented that from happening. Same with missing the timing. Nowadays it's mostly a headache although some old cards would have probably been banned if they couldn't miss timing (Black Rose Dragon comes to mind here).
Which is why I think it is easier for a Yugioh player to go to Magic and find success than the opposite. Yugioh is overly complicated to a fault.
Okay when it says "when" it can miss timing but when it says "if" it can't
I am supposed to be a low level judge and even I don't understand this step. Thank you Mr. Spider.
I'd like to see one of these about what effects can or cannot trigger when a card is destroyed/banished/tributed/sent to the graveyard/returned to the hand/returned to the deck/used as a material/discarded as a cost/discarded from an effect/put in the extra deck face-up/banished face-down/detached/equipped/put on top of your deck (sometimes even face up)/leaving the field...
And I'm pretty sure I'm missing a handful.
As a returning player from the OG era, I truly appreciate this. Also sprach brooks
Bro I never heard of Incorrigible in my life 💀
The duel logs is improving my vocab
This is clearly a carefully and well planed game with mechanics that weren't at all ad-hoc specified after they had been printing cards and started doing official tournaments.
A little mention: cards that modify ATK/DEF and that can be activated during the Damage Step only if that effect don't specify a specific moment or condition, like Wall of Disruption it's in attack declaration.
How dare you call me incorrigible I can change just give me a chance
A moonspider, telling me how to duel in a children's card game like a Pharaoh with No Name, but using words and sentences that remind me of Kaiba.
I have been sent to the Abridged realm...haven't I..?
I wish you mentioned triple burst dragons amazing effect to negate cards only in the damage step
Well man I think I'm subscribed to all your channels now happened slowly overtime lol. I had no idea that you were duel logs and the wow channel I'd been watching for awhile bahaha. Then stumbled across your magic the gathering channel in my feed, now this. Great stuff man absolutely love your content. If you ever start a Hearthstone channel I could be a huge asset to your team! Good luck and keep up the great work
This is what jaden was sleeping through in class at duel academy lol
im not an incorrigible human, but i am an absolute buffoon
God this video gave me so many KSS flashbacks. For the uninitiated, KSS stands for Konami Said So and it's basically any examples of card rulings that contradict other ones. Curse of Anubis is a glaring KSS example.
The only cards that can be activated during the damage step are cards that change attack/defense values (as part of their first effect) and cards that negate activations NOT the effect. The effects of floaters trigger at the end of the damage step. Tldr for people who won't watch the whole video.
For some reason, the “MAKEITBIGGER” got me out of nowhere. I couldn’t stop laughing.
Nice use of the bar music from Catherine. Love that game
Is kinda funnyhow this and the main channel are slowly adopting Akiza from 5Ds and Mother Spider as the main mascots of the channel
Now I can comprehend how multi-layered the Damage Step really is, now I'm not a moron anymore. Thanks a lot! 😄
12:39 I still vividly remember learning this. It finally ended the terrifying reign of Penguin Soldier at our school.
my favorite play is ghost belle dpe during damege step and watching my opp confuse because they cant call by/crossout it
Giant Ballpark is one of my favorite cards to build around, and the only reason it works at all is because the damage step is so fucky and unintuitive.
after an effect resolve you/your opponent can activate new chain...honest vs honest scenario, player who drop honest first loses why? You can let it resolve then later on a new chain you can drop your honest to increase your mon atk.
Damage step is basically the step that we activate Klaut
I am just now realizing Forbidden Droplet is part of the Forbidden architype...
Ah yes i cant wait till the next lesson where we learn the difference bewteen : and ; or the ever so simple terminology behind missed timing and the like
To think you explained all this without ever talking about ancient gear.
Typically when they get to bp nothing can be activated so yeah, they just shit on this step unga bunga style
@@CrnaStrela I know but he named every other exception
@@CrnaStrela Nah, if you want your opponents to activate *nothing* during the battle phase, you gotta use THE LIGHTNING!
Actually, since it locks out your opponent as soon as it declares an attack, before damage calc, you can do silly things like declare an attack with it, and then, before damage calc, drop unrelated trap/quick effects and your opponent can't do anything because The Lightning is attacking so they're not allowed to.
I attacked D. D. Warrior Lady with GB Dragases, thought I was done for but well I wasn't, was really surprised gotta say
Not all counter traps can be activated in the damage step 1st they mist meet the trigger and as part of the effect either modulate the atk or def or monsters. Or negate the "activation" of a card or effect . Negating activation is important here as negating the effect is not enough the activation must be negated to activate in the damage step.
Neat video! Thanks for uploading & explaining!
I tried using the effect of avramax combine with double or nothing and it have a interesting interaction.
A 15 minute video for the damage step. Nice.
this video was so entertaining with chat and impromptu conversations
POV: You are in a Duelist Academia and your teacher is an alien spider
This was illuminating, now its clear as a slightly less viscous mud.
12:40 So facedown monsters, flipped face up for damage calculation are not considered to be on the field? Does that mean that if I attack a facedown Toon monster while my opponent has Toon Kingdom the Toon monster doesn't gain protection?
Slight misunderstanding, "So facedown monsters, flipped face up for damage calculation are not considered to be on the field?" isn't quite how it works.
If a face-down monster is flipped face-up for _damage calculation_ , it's considered on the field, just as any other monster would be. It's only if it is destroyed during _damage calculation_ that it gets the "marked as destroyed" tag that has it floating in this "not considered to be on the field" limbo state during the _after damage calculation_ step.
Monsters that were destroyed by battle (regardless of position) are still physically present on the field at this _after damage calculation_ step, but are not considered to be "on the field" for the purposes of rules and effects. They're "marked as destroyed" and will be sent to the GY/ wherever appropriate during the next step, _end of damage calculation_ , but their destruction hasn't fully resolved yet; It's set in stone that they are destroyed but it isn't a completed process yet.
So for this brief window during _after damage calculation_ they're "not on the field" because they were destroyed, but they haven't quite "left the field" yet because that happens at the _end of damage calculation._
If a FLIP monster was face-down and was flipped face-up for damage calculation, the "after damage calculation" step is also where it's FLIP effect activates. *This is the case regardless of if it is/ isn't destroyed by that battle* ; If it is destroyed the effect still activate, _unless it's effect necessitates the monster is on the field to resolve successfully,_ in which case it cannot resolve because the monster is marked as destroyed and therefore is not considered "on the field".
This is why Dummy Golem & Parasite Paracide can't resolve, while Man-Eater Bug and Penguin Soldier can. It is also why Penguin Soldier cannot target itself to be bounced with it's FLIP effect if it was flipped by an attack and destroyed by that battle, as it is "not on the field" to be targeted.
*Toon Kingdom* I'm less certain about, but reading it I'm pretty sure it still can protect a Toon monster; "If a Toon monster(s) you control would be destroyed by battle or card effect, you can banish 1 card from the top of your Deck, face-down, for each of those monster(s) instead." is an effect that triggers in response to when a Toon would be destroyed, rather than in advance of the destruction being applied, so I believe it'd trigger during damage calculation at the point where the Toon would become "marked as destroyed" and would still be able to protect the Toon monster.
@@snowboundwhale6860 A lot of this is all correct. About 99% of it and is a really good explanation. The only inaccuracy you've got is Toon Kingdom being a trigger effect. It's not. It's a continuous-like replacement effect similar to Salamangreat Balelynx or Dingirsu. They don't activate (and thus don't use the chain). They instead just apply their effect when something would be destroyed and is why they're able to be used in the Damage step and all of its substeps.
@@thk573 Ah I see, thank you. I knew they didn't start a chain based on Thunder Dragon Colossus interactions but I didn't know if they had their own name distinct from trigger effects.
I actually was wondering why I had a situation where I had a set Infinite Impermanence but couldn't activate it when I attacked into a Flip monster. This kind of makes me think about how Spell Speed 4 effects are Spell Speed 1 unless otherwise stated.
spell speed 4 doesn't actually say anything about timing requirements to use a card/effect.
you could easily design a spell speed 1 card (normal spell card, or normal summon like obelisk) that locks people out of effects with it is happening.
@@suddenllybah I kind of meant it more in that you can't activate a Spell Speed 4 effect during your opponents turn unless there's another part of the effect that says you can. Like how Accesscode Talker's attack gain and card destruction effects can't be responded to by your opponent, but you can only use those effects during your turn. As opposed to Super Poly being able to be activated whenever because it's also a Quick Play Spell.
Spell Speed 4 doesn't exist. Super Polymerization for example is a Spell Speed 2 card.
Spell speed 4 is just fan name, they are just cards that cannot be responded, officially the fastest cards are spell speed 3 and I believe none of the "spell speed 4" cards can respond to it
@@CrnaStrela
that's only true if they haven't printed a counter trap with "your opponent can't activate trap cards in response to this"
TL;DR on the damage step.
You can do whatever you want, except what you can't
Videos like this make the idea Duel Academy make sense
You see kids, the damage step is a part of an ancient Egyptian relic, known as the “Battle Phase”.
so in short, "you can do stuff during the damage step...EXCEPT!..."
At 13:50 that image u inserted clearly shows how many sub-steps are in the Damage step. I just want to know where did u get/see/read "AFTER* the start of the Damage step" (8:07) ? 🤔
As Master Duel player, I don't need it. I just follow the Yellow Light and Yes/No notification.
"damage step"
"Bro NO NO NO NO NO NO"
"Discard kalut for game"
"Dang i LOSE another week"
4:50 there's another trap, called inverse universe that does the same and has the same restrictions, even when its effect is permanent while they remain on the field.
no wonder kaiba made a whole school to teach dueling
Inductions unclear, Little D stuck in fan
Been playing Yu-Gi-Oh for over a decade and I had no idea that the damage step was so convoluted...
There's something so special about your favorite vtuber calling you ✨Incorrigible✨ 🥰😍🥰😍🥰
Question:
If i add Infernity Suppression and my hand is empty, i set Suppression and i have an Infernity Archfiend and Star Eater on board, goes into battle phase, enemy activates Kiteroid, why on earth I can't activate Infernity Suppression neither both times of Kiteroids activation effect??? Infernity Suppression can be activated the turn it was set, has to have no hand and a Infernity Monster face up, how then i cant negate a Monster effect like kiteroid but can negate Beacon Saver ???
The anime boss fights should really just be the protagonist and antagonist sitting together and looking up the rulings from Konami.
Today I learned another reason to why Fairy Injection Lily was banned for years.
The Weather Thundery Canvas gives The Weather monsters an effect which can activate at the Start of the Damage Step, and the effect doesn’t affect attack points, it bounces the opponent’s monster back to the hand.
Sadly, Auroral Canvas has a specific restriction against being used in the Damage Step, presumably in order to prevent The Weather players from banishing the bounced card.
Next one could be:
Explaining why 'Speed Spell 4' is a wrong term to use, even though is a widely used term.
If there's a card per step in Yu-Gi-Oh, how many cards are in a turn of Yu-Gi-Oh? Seems like 10 per.
Please anyone answer : the card SUPER RUSH HEADLONG,it says destroy that opponent's monster at the start of the damage step,
Can I activate this card at the start of the damage step or not ?
Ah that explain my master duel match few days ago, i was confuse why white knight is activatable during the damage step, just realize it sends monster from both extradeck and then *increase* its attack, and then the monster i sent to gy float effect activated (in my case ntss)
So it’s been argued over and over, but the damage step and damage calc are not the same even tho the damage calc is a substep of the damage step. Cards like forbidden chalice/droplets that change atk value can only be activated at the START of the damage step, but not DURING the damage calc correct? So a card like Vampire Fraulien which can only activate DURING the damage calc cannot be negated by a card like Forbidden Droplet as they cannot chain to the effect of Fraulien since they can only activate it at the START of damage step and not during
Both raigeki break and forbidden lance are spell speed 2, why raigeki break isn't fast enough? You just need to chain after the enemy activate forbidden lance.
Thank you spider logs now i'm understand more about this stuff
Put this on to go to sleep, now I'm seeing the damage step in my dreams
Catherine music very nice
Did you do the "Spell Speed" thing? Am still confused with this. Thanks for the detailed lesson about damage step. Man need PhD for us to understand this.
That's fan made terms. Spell speed 1 thing only activates during Your turn, spell speed 2 activates during either turn, spell speed 3 usually refers to counter trap for being the fastest card that can't ve responded to, unless you have another counter trap to counter your opponent's counter trap card, and spell speed 4, is effect that can't be responded to, AT ALL, (unless there's a face up fabled unicore), like super poly, borrelsword's double attack effect, etc.
Did I understand? NO! Now I'm just more confused than I already were!
Now I can link to this when I tell my opponent they can't Ash Ojama Blue
Doesn’t honest not work on injection Fairy because it’s a Earth monster and honest specifically states a Light monster?
he meant using it against lily
Sir, sir, what's a summon? I seem to need to them to play the game, but have absolutely no idea what they are! Help plz.
Hello TheDuelLogs Duel Logs. Out of curiosity, have you ever played Soukou Akki Muramasa, also known as Full Metal Daemon Muramasa? I ask only because your spidersona is very reminiscent of Muramasa from Soukou Akki Muramasa.
How did you make this video? I really want to do something similar for my stream
You know, while we're here....how some dude activated crossout designator in response to my monster reborn, sends forbidden droplet and my MR gets negated?
Im little confuse on how much damage you take when you attack a face up monster does that monster take there original damage or is it half like if your monster has 4000 damage it it attack as monster that face up as a otk does it half the attack of that monster if it get destroy?
I really hate the (except during the damage step) rule on each card since it seems just so stupid until you look into it.
The most complicated part of the damage step is 100% because of the fact that during the same situation extremely similar cards activate when others can't, just like fabled and dark world a lot of people would think they work identical but just a very slight change in how it is worded specifically completely changes the card effect
.....damage step? *activates kalut*
quoting chat "the latelogs" pepelaugh
You say only effects that can increase or decrease the atk of monsters can activate during damage step but sky striker raye does it no problem
Ya cuz she specifically states that she’s able to when a sky striker link monster is destroyed by battle, not really a loophole when the card itself says it allows it
Legit question. If I Lance there monster and they chain solemn judgment as a counter trap to negate my Lance. After it resolves (during damage step) am I allowed to activate my forbidden chalice to boost my monsters atk or is the damage step now officially over
No. You can't activate a Spell Speed 2 card in response to a Spell Speed 3 card. Once Solemn Judgement resolves, everything goes backward from there. Judgement resolves, Lance being negated, battle going through.
I hate this game no idea why seeing ruling videos at 3 am thank you yugioh you changed my life
Children's card game ? More like Lawyers card game 😂😂😂
The idea of having a Duel academia seems less dumb than I first thought!
Phenomenal title.