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Many do not know how to determine the type of effect a monster uses. The following chapter explains the characteristics of the different monster effects and how you can determine the Spell Speed of a Monster Effect. Ignition Effects
Ignition Effects are Spell Speed 1.
You can only activate Ignition Effects during your Main Phase. Oftentimes, the activation of an Ignition Effect requires to pay costs. As long as there is no restriction on the number of times an Ignition Effect can be used, an Ignition Effect can be activated as often as you want to. You can only activate Ignition effects of face-up monsters that you currently control on your side of the field. Inherent Summons have oftentimes costs to activate ( e.g.: "Pay X Life Points", "Remove a Counter to..", "tribute a monster to..", "discard a card from your hand to...", "roll a 6-sided dice to..", "Once per turn...") Examples: Player A wants to activate the effect of "Snipe Hunter".
Player A activates the effect of "Blowback Dragon".
Some examples for monsters with Ignition Effects:
Continuous Effects Continuous Effect do not posses any Spell Speed. They are immediately active when the Monster successfully enters the field.
If a monster with a Continuous Effect is Special Summoned through the effect of another card, the effect is active immediately after the resolve of the summoning card/effect (Important!: That means a Continuous Effect can even get active within a resolving chain!) Continuous Effects are counted in as long as the monster is face-up on the field. Set monsters have NO effect (more about this in the chapter about set monsters). You can recognize Continuous Effects oftentimes trough this text: "As long as this card is on the field..." Examples: Player A summons "Jinzo".
Player A has a face-down "Jinzo", player B activates "Acid Trap Hole" and targets the face-down "Jinzo".
Furter Example: Player A activates "Waboku". Player B chains "Escape from the Dark Dimension" and targets his banished "Jinzo".
Continuous Effects that become active during the resolve of a chain have the characteristic to be active right after a chain link. The only exception are effects that modify the ATK/DEF of a monster. Effects that modify ATK/DEF are active immediately, even during a resolving chain link. Example: Player A plays "Acid Trap Hole" on the set monster of player B. The monster is flipped, it is "Enraged Muka Muka".
Some Continuous Effects seem to be Trigger Effects on the first glance. It is important to know that such effects do NOT use the chain. They react to a specific event and are immediately active. Example: The opponent's "Spirit Reaper" is changed to face-up Attack Position by player B's "Enemy Controller".
Flip Effects Flip Effects have Spell Speed 1.
Flip Effects ALWAYS activate when the monster is flipped face-up, regardless if this happens by an Effect or a Flip Summon and regardless if the effect is optional or mandatory. A Flip Effect HAS TO be followed unless the card text of the Monster specifically says otherwise (e.g. "FLIP: You can ..." If a monster with a Flip Effect is flipped face-up by an attack, the Flip Effect activates and resolves during the Damage Step. Examples: Player A flipps his "Man-Eater Bug". It's the only monster on the field.
Player A has a set "Crystal Seer". Player B attacks it and has a face-down "Skill Drain".
Quick Effects Quick Effects have Spell Speed 2. They were formerly called "Multi-Trigger Effects".
For this reason, you can chain them to other effects with Spell Speed 1 or 2, even during your opponent's turn! Quick Effects can also be mandatory. If a card text says that the effect can be activated during your opponent's Battle Phase, it means oftentimes that the Monster has a Quick Effect. A Quick Effect can never miss the timing, therefore the first action is at most times the activation of a certain card. The Quick Effect may then be chained to this effect (on this way, it is not possible to miss the timing!). It is also possible that Quick Effects go simultaneous on chain. (See chapter "Quick Effects in SEGOC"). There are 2 ways to determine if a monster has a Quick Effect:
Sometimes it may also be important to check the rulings to see which effect type a monster has. Trigger Effects (mandatory) All Trigger Effects have Spell Speed 1.
Trigger Effects can be divided into 2 categories, optional and mandatory Trigger Effects. Optional Trigger Effects allow you to decide if you want to activate the effect or not. Mandatory Trigger Effects do not let you choose - they always activate when they meet their Trigger. Trigger Effects have their name for the reason, that they react (trigger) to something specific. In contrast to Ignition Effects, you cannot simply activate Trigger Effects during your Main Phase. Some Examples to what different Trigger Effect might trigger:
As soon as an effect triggers (can react to something), the effect activates or can be activated and therefore goes onto the chain. Some detailed examples to the "Must-Effects", meaning mandatory Trigger Effects: A attacks B's "Lengendary Jujitsu-Master".
"X-Saber Airbellum" does Battle Damage to your opponent's Life Points.
Trigger Effects (optional) Optional Trigger Effect CAN be activated when a certain event (the Trigger) happens.
This event may generally even occur during a resolving chain. Therefore, optional Trigger Effects can miss the Activation Timing. Between the event and the decision of the player to use the effect, there may not be any other action. If during the resolve of a chain the event happens but you are still in the resolve of a chain, you CANNOT activate an Optional Trigger Effect. Therefore, the event that triggers the Trigger Effect has ALWAYS to be the LAST ACTION that happened when a chain resolved. Examples: Player A Tribute Summons "Zaborg the Thunder Monarch". Player B controls a face-down "Jinzo Returner".
You activate "Heavy Storm", and your opponent chains "Escape from the Dark Dimension", targeting a banished "Dark Magician of Chaos".
We see in this example that the Timing of an Optional Trigger Effect can be missed. Only if the last thing to happen is the summon of "Dark Magician of Chaos" during the resolve of a chain, you can activate its effect. You discard "Peten, the Dark Clown" from your hand to activate the effect of "Snipe Hunter".
This is the same with other monsters that have an optional Trigger Effect. Examples for monsters with optional Trigger Effects are:
Optional Trigger Effects that do not Miss the Timing There also optional Trigger Effects that CANNOT miss their Timing. The reason is a certain characteristic in their effect texts.
If the effect text of an optional Trigger Effect says: "If this card...", the Timing can NEVER be missed. Even if the Game State does no more represent the Trigger (same as with mandatory Trigger Effects). If the effect text of an optional Trigger Effect says: "When this card ...", the Timing can be missed (as described in the above chapter). Examples for optional Trigger Effects that NEVER miss their timing:
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