Zeppeli Gyro Supreme Posted November 26, 2012 Report Share Posted November 26, 2012 [IMG]http://i49.tinypic.com/a2qdd1.jpg[/IMG] This will be a series of cards that have created and cemented special rules in the Yu-Gi-Oh! game because of their existence. In the case of Blasting Fuse and a couple others, there are a series of cards behind them instead of a singular one. Now, Blasting Fuse is a good example of its own mechanic that prevents players from performing special actions. Once the "Senet" cards came out (including Rampaging Rhynos, Alien Invader, Storm Shooter, and a few others), the placement of a card on the board became a real factor. Even though nobody likes to use these cards because they were all severely underpowered, it has become a cemented rule that you cannot at will change the placement of a card on the board to another zone. That means if you put your Cyber Dragon in Zone 5, you cannot move it later that turn to Zone 3 to put your Sangan there, or move your Sangan from Zone 3 to Zone 5 once Cyber Dragon is defeated. This is a rule that almost nobody follows. In casual play, it's completely understandable. As long as your opponent doesn't play the card in their deck, nobody will yell at you for changing Card Zones. However, in tournament play you can be disqualified for breaking this rule multiple times if you are called out for it (judges typically don't even notice if a player does it, and even then they might say it doesn't matter if you do not play certain cards in your deck). Because this card satisfies both the role of Monster and Spell/Trap Card Zone placement, it's the perfect card to troll a tournament with using this ruling. Don't expect to get too much in-game use out of it, though. Link to comment Share on other sites More sharing options...
Toffee. Posted November 26, 2012 Report Share Posted November 26, 2012 Its a +0, though O,o Also, DN doesn't let you pick and chose your monster card zones Link to comment Share on other sites More sharing options...
Stan Alda Posted November 26, 2012 Report Share Posted November 26, 2012 It's a decent generic trap, but there's a more pressing concern for me: I once made a custom card, "Stellar Kinematics", that could move monsters to adjacent unoccupied Zones. (In case you're wondering, it's used to aim "Supernova Remnant Neutron Pulsar".) Based on the rule described above, would that card be impossible to play? Link to comment Share on other sites More sharing options...
Zeppeli Gyro Supreme Posted November 26, 2012 Author Report Share Posted November 26, 2012 [quote name='Stan Alda' timestamp='1353962215' post='6078523'] It's a decent generic trap, but there's a more pressing concern for me: I once made a custom card, "Stellar Kinematics", that could move monsters to adjacent unoccupied Zones. (In case you're wondering, it's used to aim "Supernova Remnant Neutron Pulsar".) Based on the rule described above, would that card be impossible to play? [/quote] It's legal to move cards by an effect to different card zones, but you can't do it just because. Shifting Shadows, Magical Hats, Wandering Mummy, and of course Senet Switch allow you to change card positions with their effects (the first 3 indirectly), in addition to Rampaging Rhynos and the other "Senet" monsters. Link to comment Share on other sites More sharing options...
Stan Alda Posted November 26, 2012 Report Share Posted November 26, 2012 [quote name='slayer_supreme' timestamp='1353962788' post='6078527'] It's legal to move cards by an effect to different card zones, but you can't do it just because. Shifting Shadows, Magical Hats, Wandering Mummy, and of course Senet Switch allow you to change card positions with their effects (the first 3 indirectly), in addition to Rampaging Rhynos and the other "Senet" monsters. [/quote] Whew! I was kind of worried there for a second. Link to comment Share on other sites More sharing options...
Dr. Cakey Posted November 26, 2012 Report Share Posted November 26, 2012 I just had a thought. If I activate this while I control Winged Rhynos, and I use Rhynos' effect to go back to the hand, will this resolve successfully or will it fizzle? Link to comment Share on other sites More sharing options...
Zeppeli Gyro Supreme Posted November 26, 2012 Author Report Share Posted November 26, 2012 [quote name='Dr. Cakey Arclight' timestamp='1353965267' post='6078557'] I just had a thought. If I activate this while I control Winged Rhynos, and I use Rhynos' effect to go back to the hand, will this resolve successfully or will it fizzle? [/quote] Well, the activation requirement is only that the zones be full, and I assume once it's already activated it will just destroy whatever is still in the column, since the destruction effect isn't "destroy 4 cards in this card's column", just to destroy whatever is in the column. "Unofficial" Ruling: "Even if an effect is [url="http://yugioh.wikia.com/wiki/Chain"]chained[/url] to "[url="http://yugioh.wikia.com/wiki/Blasting_Fuse"]Blasting Fuse[/url]" that removes 1 of the cards in that [url="http://yugioh.wikia.com/wiki/Column"]column[/url], the effect is still applied and all remaining cards in the [url="http://yugioh.wikia.com/wiki/Column"]column[/url] are [url="http://yugioh.wikia.com/wiki/Destroy"]destroyed[/url]." Link to comment Share on other sites More sharing options...
Lonk Posted November 26, 2012 Report Share Posted November 26, 2012 The people on DN screamed REEAAL good before this card made them DIE! OH CRAP! I misread OP! Yeah, this particular card is at least decent in which it is completely unexpected and can be a complete troll move to do. Link to comment Share on other sites More sharing options...
Ranma 1/2 Posted November 27, 2012 Report Share Posted November 27, 2012 OMG IT DESTROYS ITSELF TOO HOW COOL Link to comment Share on other sites More sharing options...
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