Tuesday, March 8, 2011

STOR Part 1: Six Pizza Cats

Who would have though there would be such a huge delay -_-

Anyway, the most prominent theme in Storm of Ragnarok is probably the new Six Samurai monsters, which are the original versions of the Six Samurai monsters released in the earlier set Strike of Neos. Let's check the older ones first.

First, we have The Six Samurai - Irou:

While you control another "Six Samurai" monster with a different name, if this card attacks a face-down Defense Position monster, destroy the monster immediately with this card's effect without flipping it face-up or applying damage calculation. If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.

The Samurai monsters from Strike of Neos share a common pattern. They have an individual effect that requires another Six Samurai monster to be activated or applied, and they also have a Continuous Effect to prevent destruction. Irou's individual effect is a Mandatory Trigger Effect. You activate it at the Start of the Damage Step, and it doesn't target. The second effect is the common Continuous Effect. It also doesn't target, and you apply it during an effect's resolution (or at the Damage Step when Irou would be destroyed in battle). You cannot destroy a Six Samurai monster that would be destroyed by the same effect.

Next, we have The Six Samurai - Kamon:

Once per turn, while you control another "Six Samurai" monster with a different name, you can destroy 1 face-up Spell or Trap Card. This monster cannot declare an attack during the turn this effect is used. If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.

And The Six Samurai - Yaichi:

Once per turn, while you control another "Six Samurai" monster with a different name, you can destroy 1 Set Spell or Trap Card. This monster cannot declare an attack during the turn this effect is used. If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.

Both of these monsters have an Ignition Effect to destroy a Spell or Trap Card, and they only differ in whether they target must be face-up or face-down. This Ignition Effect targets, and the targeted Card must remain in the position that your Samurai requires (face-up or face-down), or otherwise this effect would resolve without effect. You also need your other Six Samurai monster with a different name to remain face-up until the resolution of the effect. Aside from that, both have the common Continuous Effect to prevent their destruction.

Then, we have The Six Samurai - Nisashi:

While you control another "Six Samurai" monster with a different name, this card can attack twice during the same Battle Phase. If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.

Nisashi has a Continuous Effect that allows it to attack twice. Your other Six Samurai monster(s) with a different name must remain face-up before and during the second attack, or otherwise you won't be allowed to attack a second time. It also has the common Continuous Effect to escape destruction.

 And similar to Nisashi, we have The Six Samurai - Yariza:

While you control another "Six Samurai" monster with a different name, this card can attack your opponent directly. If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.

Yariza also has a Continuous Effect, only that its effect allows it to attack directly. Once again, you must control your other Six Samurai monster(s)  throughout the attack, or otherwise the attack will stop. Yariza also has the Continuous Effect to destroy another Six Samurai monster.

The last of the Six Samurai in Strike of Neos was The Six Samurai - Zanji:

While you control another "Six Samurai" monster with a different name, destroy any monster this card attacks at the end of the Damage Step. If this card would be destroyed, you can destroy another "Six Samurai" monster you control instead.

Zanji has a Mandatory Trigger Effect. It's activated at the End of the Damage Step if Zanji attacked a monster and didn't destroy it in battle. The effect doesn't target. Zanji doesn't need to remain face-up in order for this effect to resolve properly, but your other Six Samurai monster(s) do. Zanji also has the Continuous Effect to substitute itself in case of destruction.

Then, we have the leader of the Six Samurai, Great Shogun Shien:

If you control 2 or more "Six Samurai" monsters, you can Special Summon this card from your hand. Your opponent can activate only 1 Spell/Trap Card each turn. If this card would be destroyed, you can destroy a "Six Samurai" monster you control instead.

Shien has a Summoning Condition that grants it an inherent Special Summon. It also has a Continuous Effect that restricts your opponent to activating only 1 Spell or Trap Card during each turn. Shien needs to be face-up throughout the turn to cause this restriction, so if your opponent has activated Cards earlier during the turn, and later you Special Summon Shien, your opponent can still activate 1 more S/T Card. If your opponent activates a S/T Card, and it has its activation negated, your opponent can activate 1 more S/T Card, but if your opponent activates a Card, and you chain an effect that would negate its activation, your opponent cannot activate a second S/T Card as chain link 3 due to Shien's restriction. Notice that this effect restricts Spell and Trap Card activations, and not their effects, so a player could activate the effect of a Card like Royal Oppression or Ultimate Offering as many times as s/he chooses to. Shien also has the common Continuous Effect of the Six Samurai to avoid destruction.

Strike of Neos also included Shien's Footsoldier:

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 Level 3 or lower "Six Samurai" monster from your Deck.

Footsoldier has an Optional Trigger Effect. It's activated at the End of the Damage Step, and it's your usual recruiting effect.

The Six Samurai also had the privilege of introducing one of the first TCG exclusives, Grandmaster of the Six Samurai:

You can only control 1 "Grandmaster of the Six Samurai" monster. While you control a face-up "Six Samurai" monster, you can Special Summon this card from your hand. When this card is destroyed by your opponent's card effect, add 1 "Six Samurai" monster from your Graveyard to your hand.

Grandmaster has a Condition that stops you from controlling more than 1 Grandmaster, similar to that of Gravekeeper's Chief. It also has a Summoning Condition that grants it an Inherent Special Summon. Finally, it has a Mandatory Trigger Effect activated upon its destruction. It targets one Six Samurai monster in your Graveyard. Grandmaster doesn't need to be sent to the Graveyard, it can be destroyed and Removed from Play. It can also target itself if it's destroyed and sent to the Graveyard.

There's also some support in Strike of Neos, like Legendary Ebon Steed:

Equip only to a "Six Samurai" monster. It gains 200 ATK and DEF. If it would be destroyed, destroy this card instead.

Steed has two Continuous Effects. One is a small ATK/DEF boost, and the other is an effect similar to that of the Six Samurai that prevents destruction. Steed's effect supersedes the effect of the equipped Six Samurai monster to prevent destruction. If a monster is equipped with multiple copies of Steed, all are destroyed at the same time.

And another Spell Card is Shien's Castle of Mist:

When a "Six Samurai" monster is attacked, the attacking monster loses 500 ATK during damage calculation only.

This Field Spell Card has a Continuous Effect. It's applied during Damage Calculation, and it doesn't target.

As for Trap Cards, we have Swift Samurai Storm!:

Each turn, after the first time a "Six Samurai" monster you control battles, all "Six Samurai" monsters you control gain 300 ATK until the end of this turn.

Samurai Storm has a Continuous Effect. It's applied at the End of the Damage Step after the first battle of one of  your Six Samurai monsters. All Six Samurai monsters gain 300 ATK, and can only gain 300 ATK at a time for each copy of Samurai Storm.

The last Card in Strike of Neos is Return of the Six Samurai:

Special Summon 1 "Six Samurai" monster from your Graveyard. Destroy it at the end of this turn.

Return targets a Six Samurai monster in the Graveyard and Special Summons it. Then, it sets a Condition that will destroy that Six Samurai monster at the end of the turn. You can use the Samurai's effect to save it from this destruction.

Following that, we have some support in Gladiator's Assault. First we have Enishi, Shien's Chancellor:

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 2 "Six Samurai" monsters from your Graveyard. Once per turn, you can destroy 1 face-up monster on the field. If you activate this effect, this card cannot attack this turn.

Enishi has a Summoning Condition with an Inherent Special Summon. It also has an Ignition Effect that targets a face-up monster in order to destroy it. As usual, you can't attack and later activate its effect.

Then, we have Spirit of the Six Samurai:

Once per turn, you can equip this card to a face-up "Six Samurai" monster you control, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that equipped monster gains 500 ATK and DEF. When the equipped monster destroys an opponent's monster by battle, draw 1 card. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

Spirit is an Union Monster. It has the usual Ignition Effect to equip itself to a monster, and an Ignition-like effect to unequip itself. While equipped, it has a Continuous Effect that provides an ATK/DEF boost, a Trigger-like effect to draw Cards activated at the End of the Damage Step, and a Continuous Effect to prevent the equipped monster's destruction. Much like Legendary Ebon Steed, its effect takes precedence over the effect of the Six Samurai to prevent destruction. If both Steed and Spirit are equipped, both are destroyed.

There's also one Spell Card, Cunning of the Six Samurai:

Send 1 face-up "Six Samurai" monster you control to the Graveyard. Special Summon 1 "Six Samurai" monster from either player's Graveyard.

Cunning sends a monster to the Graveyard as a cost and targets a monster in either player's Graveyard. Being a cost, you cannot activate it if Macro Cosmos is active. You can Special Summon the same monster you send to the Graveyard but only if there was a valid target in the first place.

As for Trap Cards, we have Swiftstrike Armor:

During your Draw Phase, if you draw a "Six Samurai" Monster Card, you can Special Summon it.

Swiftstrike Armor has a Trigger-like effect. You reveal the drawn Six Samurai monster, and Special Summon it when the effect resolves. If Armor is destroyed in a chain to its effect, it resolves without effect.

Then we have Double-Edged Sword Technique:

Select 2 "Six Samurai" monsters from your Graveyard, and Special Summon them in face-up Attack Position. Destroy them during the End Phase of this turn and take damage equal to the ATK of the destroyed monster(s).

Technique targets two Six Samurai monsters in the Graveyard, and sets a Condition to destroy them during the End Phase. If there's only one target at the time the effect resolves, you still Special Summon the other target. If there's only one of the monsters face-up during the End Phase, you destroy that monster. The damage inflicted is equal to the ATK of the monster while in the Graveyard. If the Special Summoned monster is no longer face-up or is no longer a monster (such as if you Special Summon Spirit of the Six Samurai and then equip it to a monster), then it's not destroyed and you take no damage.
Following that, Samurai monsters received more support in Force of the Breaker with Backs to the Wall:

Pay Life Points so that you only have 100 left. Special Summon as many "Six Samurai" monsters from your Graveyard as possible. You cannot Special Summon more than 1 monster with the same name, or a monster that has the same name as a monster you already control.

Backs to the Wall pays Life Points as a cost. The Special Summon doesn't target.

It also has the Trap Card Breakthrough!:

Select 1 "Six Samurai" monster you control. If the selected monster destroys an opponent's monster by battle, "Great Shogun Shien" and all "Six Samurai" monsters you control can attack your opponent directly during the Battle Phase of this turn.

Breakthrough targets a Samurai monster you control. After that, once that monster destroys a monster in battle, all Six Samurai monsters and Great Shogun Shien you control can attack directly. You must control these monsters at the time of the destruction in battle. Newly Summoned Samurai after the battle won't receive this bonus.


Some time later, Phantom Darkness provided some more support with Six Samurai United:

When a "Six Samurai" monster is Normal Summoned or Special Summoned, place 1 Bushido Counter on this card (max. 2). By sending this card to the Graveyard, draw a number of cards from your Deck equal to the number of Bushido Counters on this card.

Placing Bushido Counters doesn't start a chain, and you will place them even if the Samurai monster is no longer face-up once its Summon is successful. You just can't place them if the Samurai has its Summon negated. When more than one Six Samurai monster is Special Summoned, you only place 1 Bushido Counter. If Six Samurai United has its effect negated, it will lose all of its Bushido Counters. This Card also has an Ignition-like effect. Sending it to the Graveyard is a cost, so you cannot activate this effect if Macro Cosmos is active.

Even later, The Duelist Genesis provided more support with Hand of the Six Samurai:

While you control another "Six Samurai" monster, you can Tribute 1 "Six Samurai" monster to destroy 1 monster on the field.

Hand has an Ignition Effect. Tributing a Samurai monster is a cost, and it targets an opponent's monster.

Eventually, Stardust Overdrive provided even more support with Gateway of the Six Samurai:

Each time a "Six Samurai" monster is Normal or Special Summoned, place 2 Bushido Counters on this card. You can remove Bushido Counters from your side of the field to apply the following effects. ● 2 Counters: Until the End Phase of this turn, 1 face-up "Six Samurai" or "Shien" Effect Monster gains 500 ATK. ● 4 Counters: Add 1 "Six Samurai" monster from your Deck or Graveyard to your hand. ● 6 Counters: Special Summon 1 "Shien" Effect Monster from your Graveyard.

Gateway's Continuous Effect to place Bushido Counters works exactly as Six Samurai United's, only that this one places two at the time. Gateway has three Ignition-like effects, and being of that type, none can be activated during the Damage Step. The first effect targets a Samurai monster you control. The second effect doesn't target, as it can add Cards from the Deck too. The third effect targets a monster in the Graveyard.

The last Card before Storm of Ragnarok comes in Crimson Crisis and it's Six Scrolls of the Samurai:

Tribute 2 face-up "Six Samurai" monsters. Special Summon 1 "Great Shogun Shien" from your Deck.

Tributing the Samurai monsters is a cost. This effect doesn't target.

 And we then arrive to our final stop, the Cards from Storm of Ragnarok. First we have Legendary Six Samurai - Kizan:

If you control a face-up "Six Samurai" monster other than "Legendary Six Samurai - Kizan", you can Special Summon this card from your hand. While you control 2 or more other face-up "Six Samurai" monsters, this card gains 300 ATK and DEF.

Kizan has a Summoning Condition which grants it an Inherent Special Summon. Additionally, it has a Continuous Effect that boosts its ATK and DEF.

Next, we have Legendary Six Samurai - Enishi:

During either player's turn, if you control another face-up "Six Samurai" monster with a different name, you can remove from play 2 "Six Samurai" monsters from your Graveyard to select 1 face-up monster on the field and return it to the hand. You can only use this effect once per turn. While you control 2 or more face-up "Six Samurai" monsters other than "Legendary Six Samurai - Enishi", this card gains 500 ATK and DEF.

Enishi has two effects. The first is an Optional Quick Effect. Removing Six Samurai monsters from Play is a cost, and this effect targets a face-up monster. It cannot be activated during the Damage Step. The second effect is a Continuous Effect, which much like Kizan, it boosts ATK and DEF.

Then, we have Legendary Six Samurai - Kageki:

When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower "Six Samurai" monster from your hand. While you control another face-up "Six Samurai" monster with a different name, this card gains 1500 ATK.

Kageki has an Optional Trigger Effect activated upon its Normal Summon. It can be negated by Pulling the Rug. It Special Summons a Samurai from your Hand. This effect doesn't target. Additionally, it has a Continuous Effect to increase its ATK.

And then, we have Legendary Six Samurai Shinai:

If you control a face-up "Legendary Six Samurai - Mizuho", you can Special Summon this card from your hand. If this card is Tributed, select 1 "Six Samurai" monster in your Graveyard, and add it to your hand, except "Legendary Six Samurai - Shinai".

Shinai has a Summoning Condition which grants it an Inherent Special Summon. The Mizuho you control can also be treated as an Equip Spell Card. Other than that, Shinai has a Mandatory Trigger Effect. It targets a Samurai in your Graveyard.

As for this Legendary Six Samurai - Mizuho, here it is:

If you control a face-up "Legendary Six Samurai - Shinai", you can Special Summon this card from your hand. Once per turn, you can Tribute another "Six Samurai" monster to select and destroy 1 card on the field.

Mizuho also has an Inherent Special Summon, only that it works the opposite of Shinai's. Mizuho has an Ignition Effect that tributes a Samurai as a cost. It targets a Card on the Field and destroys it.

Other than the Six Samurai monsters, we have Kagemusha of the Six Samurai:

When (exactly) 1 face-up "Six Samurai" monster you control is targeted by a Spell Card, Trap Card, Spell/Trap effect, or Effect Monster's effect, you can change the target to this face-up card on the field, instead.

Kagemusha has a Quick Effect. You chain it to a targeting effect that selected one of your Samurai as a target, and changes its target to Kagemusha. In order to do this, Kagemusha must be a legal target for the effect. For example, if one of your Six Samurai monsters is targeted by Soul Exchange, you can redirect Soul Exchange to Kagemusha, as Soul Exchange's target can be any monster you control. However, if you attack with a Six Samurai monster, and your opponent activates Dimensional Prison, you cannot activate Kagemusha's effect, as Kagemusha is not an attacking monster. This effect also cannot be activated during the Damage Step.

Then we have Shien's Squire:

If a "Six Samurai" monster you control battles, during damage calculation you can send this card from your hand to the Graveyard . That "Six Samurai" monster cannot be destroyed by battle during this turn.

Squire has an Optional Quick Effect. You activate it during Damage Calculation. Sending Squire to the Graveyard is a cost, so you cannot activate this effect if Macro Cosmos is active. The effect doesn't target, and it protects the Samurai from being destroyed in battle.

STOR also brings a TCG exclusive monster as an additional servant to Shien, Shien's Daredevil:

When this card is Normal Summoned, place 1 Bushido Counter on it (max. 1). This card gains 300 ATK for each Bushido Counter on it. Once per turn, you can remove 1 Bushido Counter from this card to select 1 face-up card on the field that you can place a Bushido Counter on, and place 1 Bushido Counter on it.

Daredevil's first effect is a Mandatory Trigger Effect. It places a Bushido Counter on itself. Daredevil also has a "hidden" Continuous Effect that allows it to hold these Bushido Counters. If it has its effects negated, the Bushido Counters are removed. Its second effect is a Continuous Effect that gives an ATK bonus while it holds Bushido Counters. Finally, it has an Ignition Effect. It removes a Bushido Counter from Daredevil as a cost, and moves it to another Card, which is targeted by this effect. 

We have some Spell Cards, one being Shien's Smoke Signal:

Add 1 Level 3 or lower "Six Samurai" monster from your Deck to your hand.

Smoke Signal adds Cards from the Deck to the Hand, so it cannot be activated if Thunder King Rai-Oh is face-up on the Field. It also doesn't target.

Then, we have Six Strike - Triple Impact:

If you control 3 or more face-up "Six Samurai" monsters, you can activate 1 of these effects:
●Destroy all face-up monsters your opponent controls.
●Destroy all face-up Spell/Trap Cards your opponent controls.
●Destroy all Set Spell/Trap Cards your opponent controls.

Triple Impact requires you to control three Samurai in order to be activated .If you activate its effect with Diamond Dude's effect, you can skip this requirement. You choose which effect to activate when you activate this Card. None of these effects target.

Moving on, we have Asceticism of the Six Samurai:

Select 1 face-up "Six Samurai" monster you control. Special Summon 1 "Six Samurai" monster from your Deck with a different name but equal ATK to the selected monster. During the End Phase of this turn, destroy the selected monster.

Asceticism targets a Samurai you control. It then Special Summons another Samurai from the Deck, which isn't targeted while doing so. Finally, it sets a condition to destroy the targeted monster during the End Phase, even if you didn't manage to Summon a second Samurai in the first place.

The last Spell Card is a Field Card, Temple of the Six:

Each time a "Six Samurai" monster is Normal or Special Summoned, place 1 Bushido Counter on this card. Face-up monsters your opponent controls lose 100 ATK for each Bushido Counter on this card.

Temple has two Continuous Effects. One places Bushido Counters each time one ore more Samurai are Normal or Special Summoned. The other reduces the ATK of the opponent's monsters according to the Bushido Counters on Temple. It also has a "hidden" effect that allows it to hold Bushido Counters, which means that if it has its effects negated, all Bushido Counters are gone.

As for Trap Cards, we have Musakani Magatama:

Activate only if you control a face-up "Six Samurai" monster when your opponent activates a Spell Card, Trap Card or Effect Monster's effect that would destroy a card(s). Negate the card's activation and destroy it.

Magatama negates activations of effects that would destroy Cards. Negating activations means it cannot negate the effects of already active S/T Cards like Royal Oppression or Blaze Accelerator. Notice how it doesn't specify the location of the Card, so it can also negate the activation of effects that would destroy Cards outside of the Field, like Solemn Warning negating a Normal Summon or an Inherent Special Summon.

Next, we have Shien's Scheme:

Activate only when a "Six Samurai" monster you control is destroyed by battle. Special Summon up to 2 "Six Samurai" monsters from your hand.

Scheme is activated at the End of the Damage Step. It doesn't target the Samurai monsters in your Hand.

Additionally, a TCG exclusive Trap Card was made, Six Strike - Thunder Blast:

Remove 1 Bushido Counter on the field to activate one of the following effects:
●Select 1 monster your opponent controls, and destroy it.
●Select 1 card your opponent controls, and return it to the hand.

Removing a Bushido Counter is a cost. Both effects target.


The last Card is obviously the last of the original Six Samurai, Legendary Six Samurai - Shi En:

1 Warrior-Type Tuner + 1 or more non-Tuner "Six Samurai" monsters
Once per turn, when your opponent activates a Spell/Trap Card, you can negate it's activation and destroy it. If this face-up card on the field would be destroyed, you can destroy another face-up "Six Samurai" monster you control instead.

Shi En isn't actually a "Shien" Effect Monster, so you cannot use it for effects that refer to that name, such as Gateway of the Six's third effect. Shi En has an Optional Quick Effect that negates the activation of a Spell or Trap Card. It can be activated during the Damage Step, as it negates activations, but it cannot negate the effects of already active S/T Cards for the same reason. Shien also has the Continuous Effect of the Strike of Neos Six Samurai to destroy a different Six Samurai to protect itself from destruction.


And that's all for Samurai so far. Stay tuned for more STOR. If you have any questions, feel free to drop me an e-mail at ness00[at]gmail[dot]com.

Tuesday, March 1, 2011

A Certain Forbidding Card

The Forbidden and Limited Cards Lists start being effective today, March 1st. Quite a convenient day to actually write a new article, the one I've been delaying about Prohibition and Psi-Blocker.

Let's look first at Prohibition:

When you activate this card, declare 1 card name. Cards with that name and their effects cannot be used. Cards on the field before this card was activated are not affected (including face-down cards).

Prohibition's rulings based solely on its text are very simple. You declare a Card name upon activating Prohibition (before either player can respond to its activation), and once it resolves, the declared Card cannot be used. What "cannot be used" implies is a whole different story. Other than that, being a Continuous Spell Card, Prohibition needs to remain face-up to keep prohibiting the declared Card from being used. As for declaring a Card, declaring the full name of the Card is advised, but if you don't remember it completely, you can use further details about the Card (its ATK/DEF, its effects, its picture, etc.).

Much like Necrovalley, Prohibition has a fun ruling history. For years, Prohibition was a very overlooked Card, and without players asking questions, official rulings aren't issued as frequently. This Card had no more than 4 rulings or so through most of its history, and they addressed very individual situations, without explaining how the Card worked in general.

Eventually, Prohibition became extremely popular. At first, no one really knew why, but eventually, people found an apparently better use for Prohibition other than stopping D.D. Scout Plane as its rulings suggested. The general consensus of judges gave some new rulings to Prohibition which no one have ever heard about, making it much more powerful than before. OCG rulings suggested that Prohibition mainly stopped effects and attacks from the declared Card, but these new rulings basically invalidated the Card completely. You weren't able to place it on the Field by any means (not even effects), or use it as a cost. The prohibited Card basically became a brick inside your Deck. People were mainly concerned about Gladiator Beasts at the time, and by prohibiting Gladiator Beast Bestiari with these rulings, you would invalidate their easiest form of S/T removal, the Special Summon of Gladiator Beast Gyzarus,  and some other moves.

While people were enjoying a Card that essentially stopped Gladiator Beast Decks dead in their tracks, this consensus about the definition of "cannot be played" was never official. Things like this happen sometimes, with judges needing answers faster than they are issued. Oh well. Eventually, official rulings and an errata were issued. The errata pretty much changed "cannot be played" with "cannot be used" and made some small clarifications, but the rulings finally gave a detailed explanation of how Prohibition worked. Most importantly, it defined what "cannot be used" means and its extent. The moral of the story being, definitions are extremely important.


So, to finally get into business, Prohibition works like this:

-"Cannot be used" prevents the Card from being manually placed on the Field. So you cannot activate a prohibited Spell Card from your Hand, you cannot set a prohibited Spell or Trap Card in your S/T or Field Card Zone, you cannot Normal Summon or Set a Monster from your Hand, and you cannot initiate an Inherent Special Summon of a monster (Cyber Dragon, Machina Fortress, Gladiator Beast Heraklinos, Synchro Summons, etc.).

-Prohibited Cards can be placed on the Field by Card effects. So you can Special Summon Gladiator Beast Bestiari with Gladiator Beast Laquari's effect. You can also move prohibited Cards from one place to another by Card effects (from the Deck to the Hand, Remove them from Play, etc.).

-Prohibited Monster Cards placed on the Field cannot attack or change their battle position manually.

-A prohibited Fusion Monster cannot be Fusion Summoned. A prohibited monster cannot be used as a Fusion Material.

-A prohibited Synchro Monster cannot be Synchro Summoned. A prohibited monster cannot be used as a Synchro Material.

-A prohibited Ritual Monster cannot be Ritual Summoned. A prohibited monster CAN be tributed for a Ritual Summon.

-Prohibited Cards cannot activate their effects, regardless of where they activate. So you cannot activate the effects of Honest, Zombie Master, Sangan, D.D. Survivor, Serpentine Princess, or Elemental Hero Absolute Zero returning to the Extra Deck. Continuous Effects of the prohibited Card cannot be applied either.

-You can use a prohibited Card as a cost for an effect. You can also tributed a prohibited monster for a Tribute Summon.


And finally, we have the last line of Prohibition, which is very important. Cards that were already on the Field before Prohibition's effect resolves are not affected. This means that if the declared Spell or Trap Card is set on the Field when Prohibition resolves, you can activate it, and if it's face-up, you can activate or apply its effects. Prohibited monsters that were already on the Field when Prohibition resolves don't face any of its restrictions either, and won't be affected either if they are sent to the Graveyard or Removed from Play. Once they return to the Hand, Deck, Extra Deck, or to the Field, they'll be affected by Prohibition's effect.


Let's not forget our other Card for today, Psi-Blocker:

Once per turn, you can declare 1 card name. Cards with that name, and their effects, cannot be used until the End of your opponent’s next turn.

Psi-Blocker has an Ignition Effect. Unlike Prohibition, Psi-Blocker doesn't need to remain face-up in order to apply its effect. It works exactly like Prohibition, but with a bonus. Cards on the Field WILL be affected. This allows you to prohibit Cards that are already on the Field, which will cause the same result as placing them of the Field after Prohibition resolved.


And that's all for today. Enjoy the six months of these Forbidden and Limited Lists. If you have any questions, feel free to drop me an e-mail at ness00[at]gmail[dot]com.