Greeting everyone! As promised in my previous article, I’m going to explain in detail all of the different card types there are in “Yu-gi-oh!”. I took the liberty of inserting some useful links to the great site called Yugioh wikia which you guys should absolutely check out, it contains tons of useful info!
There are 3 primary card types in this game: monsters, spells and traps. Lets take a closer look on each of them.
– Monsters are summoned in your “Monster card zone” in order to attack your opponent and defend you from your opponent attacks. Monsters can be either normal summoned from your hand once per turn or special summoned from your deck, graveyard, extra deck, hand, from wherever you want as long as you have means that let you do it (there is no limit on special summoning). Once per turn you can either normal summon a monster from your hand in face up attack position or set it in face-down defense position. You can change battle position of each monster once during your turn (expect for the turn its been summoned and only if monster didn’t attack). In most cases when you special summon you can choose to summon in face up attack or defense position. You can’t control more than 5 monsters at the same time.
There are several different “kind” (not using word “type” because it already means something different) of monster cards:
Normal monsters: cards that are used exclusively for attack or defense. Nowadays you will rarely see them in tournaments because they are not really useful (unless the deck is build around normal monsters which I haven’t seen in a while).
Effect monsters: as their name implies, they have some kind of special ability (effect) that, once again, can be classed in 5 different categories:
– Continuous: passive effect that can’t be manually activated
– Ignition: effects that require manual activation and can’t be activated during your opponent turn or in chain (but what is “the chain”? I will explain it in the near future, don’t worry you dont have no know it right now).
– Trigger: effects that are activated by themself when a certain condition is met.
– Flip: occurs when a monster is flipped face up from a set position. Please do not confuse it with “flip summon” that is when a player is manually flipping his set monster face up.
– Quick: “improved” version of ignition effect. You may manually activate those effects during any players turn as well as activate them in chain.
All other monster types (except for normals) usually have an effect as well, but because their summoning condition are unalike they are classified differently.
Ritual monsters: each of those monsters are summoned (almost always from your hand) by using a particular spell card that is specified in the monsters text and sacrificing monster whose total level is greater than or equal to the level of the monster being Summoned from your side of the field or your hand.
Fusion monsters: are summoned from your extra deck by fusing (merging) 2 or more monster from your side of the field or your hand. Originally you always had to use a spell card called “Polymerization”, but nowadays there are plenty of fusion monsters that do not require it.
– Synchro monsters: as fusion monsters, synchros are summoned from your extra deck. When the total Level of a face-up Tuner monster and 1 or more face-up Non-Tuner monster(s) you control is exactly the Level of a Synchro Monster in your Extra Deck, you can perform a Synchro Summon (special summon). These Tuner monster and the non-Tuner monster(s) will be called the Synchro Material Monsters.
Xyz monsters: Xyz Summons can be conducted when there are two or more monsters of the same Level on your side of the field. Those monsters can be used as Xyz Materials to Summon an Xyz Monster whose Rank is the same as the Levels of the monsters used from your extra deck.
Pendulum monsters are a bit more complicated than the rest. I can’t explain them to you in a few words, so I suggest you go to here.
Now lets take a look at different characteristics that monsters have in common:
– Attack (ATK) and Defense (DEF) parameters: are the points that determine a monster’s attack/defense when attacking/defending against your opponent’s Monster Cards. If monster is in attack position we should ignore its DEF stats, and vice versa – if monster is in defense position than we should only consider his DEF parameter during battles. (following info is pasted from Yugioh wikia, because I really couldn’t write it in a better way).
In a battle between two Attack Position monsters:
If one ATK value is lower than the other, the one with the lowest ATK is destroyed. The owner of the destroyed monster takes damage equal to the difference between the two ATK values, unless a card effect prevents Battle Damage.
If both ATK values are the same, both monsters are destroyed (called a Double KO), and no damage to Life Points is inflicted on either player, unless a card effect dictates otherwise. The only exception to this would be when both monsters have 0 ATK, in which case neither monster is destroyed.
When attacking a Defense Position monster:
If both the ATK value of the attacking monster and the DEF value of the attacked one are the same, neither monster is destroyed, and neither player loses Life Points.
If the ATK value of the attacking monster is higher than the DEF value of the attacked one, the Defense Position monster is destroyed, and no Battle Damage is taken, unless the attacking player has a piercing effect that deals the difference between the ATK and DEF values as Battle Damage.
If the ATK value of the attacking monster is lower than the DEF value of the attacked one, the difference between the ATK and DEF values are dealt as Battle Damage to the attacking player and neither monster is destroyed.
If the opponent has no monsters on the field, damage is dealt to the opponent’s Life Points equal to the total ATK value, if the attack is not blocked or disrupted. This is called a direct attack.
– Type: each monster has one of 23 different types. You can check the complete list here
– Attributes: each monster belongs to 1 of 6 main attribute groups: fire, water, earth, wind, light, dark.
– Level / Rank: each monster has a level which can range from 1 to 12. In order to normal summon/set a monster of lvl 5/6 you must first “tribute” (send from the field to the graveyard) one monster from your side of the field, while lvl 7 or higher require 2 tributes.
Let’s move on spell cards. You may activate and set into your spell / trap card zone as many Spell Cards as you would like per turn. After activation, Spell Cards (with the exception of Continuous Spell Cards) are sent to the Graveyard. A set Spell Card may be activated during the same turn it was set (with the exception of Quick-Play Spell Cards, those work like trap cards – if you set them, you must wait for a turn to end. And just as trap cards, you may activate them during your opponent turn). You cant activate / set any spells if all of your spell / trap card zones are occupied.
– Normal Spells, which have no symbol, those are sent to the graveyard immediately after their effect is resolved
– Continuous (Permanent), Spells which have an infinity symbol. Unlike normal spells, they remain face up on the field until they get removed by a card effect (either its own or other).
– Equip Spells, which have a crosshair symbol. When you activate such a card you must choose a target for it. After the card is played it remains face up on the field as a continuous spell but its effect usually applies only to the equipped monster.
– Quick-Play Spells, which have a lightning bolt symbol and can be activated from the player’s hand during any Phase of their turn. You may even play them as “traps” by setting them into your spell / trap card zone and waiting for your turn to end.
– Field Spells, which have a compass rose symbol. There is a special card zone called “Field spell card zone” – that’s where those card are placed once played. Except for that they are equal to continuous spell cards.
– Ritual Spells, which have a flaming chalice symbol. Those are used for ritual summoning.
And last but not least – traps! If you start playing Yu-gi-oh! pretty soon you’ll start loving and hating those cards at the same time. There are times when a well-timed trap can completely block your opponent’s strategy. It is impossible to predict what kind of backrow your opponent may have and in my opinion traps are the most fun type of cards in the game because you never know what may happen next—you never feel like it is completely your turn now and you are free to do whatever you want. This is why going first is so important, that’s one of few moments of game when your opponent doesn’t have a response to your moves (although worth mentioning that there are certain cards that may be played from your hand during your opponents turn, but there are not really many of those). There are only 3 different types of traps:
– Normal Trap, no symbol, just as normal spells, once played go directly to the graveyard.
– Continuous Trap, symbolized with an infinity symbol. Same here, just as spells – remain face up on the field until they get removed by a card effect (either its own or other)
– Counter Trap, symbolized by a curved arrow. These are more powerful (quicker) type of traps that usually negate other cards effect.
There is an important game concept called “spell speed” that I havent talked about, because I don’t want it to become too complicated – do not worry however, I’m going to dedicate my next article to it. I hope that you found this reading useful and enjoyed it! As always any feedback is more than welcomed! Stay well guys!