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The most obvious sign is that on the right side of the card, there is an extra lightning bolt in the rush magic... Usually the magic is 1 speed, and the quick attack magic is 2 speed. Rush magic can be activated on the opponent's turn after being ambushed...
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Rush Magic Cards can be activated with your hand. The round of Rush Magic Card that is covered cannot be activated, and the round of Magic Card that is covered can be activated. Dash Magic Cards can be activated on the opponent's turn, but Blocked Magic Cards cannot be activated on the opponent's turn.
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Rush magic can be activated in preparation phase 1 and 2, or it can be activated in your combat turn, and when you draw a rush magic, you can enter the battle and activate it directly in your hand. If the last turn overshadowed the Rush mana, then the battle on that turn can also be played on the field. Normal magic can only be activated in Preparation 1 and 2.
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Magic cards include rituals, arenas, rush attacks, perpetual spells, and normal spell cards, etc., except for rush spells, other spell cards can generally only be activated on their own turn (some perpetual and field spell cards can activate effects on the opponent's turn). The turn in which the Rush Magic Cover is on the field cannot be activated.
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One is that rush magic has a lightning bolt symbol next to the "magic card", whereas magic usually has no symbol; The second is that usually magic can only be activated during the main phase, but rush magic can be activated during the combat phase and can also be activated during the opponent's turn.
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It can't be generalized, both the magic card and the trap card itself are the fastest counter trap cards with speed differences.
Rush Magic Cards, Perpetual Usually trap cards come second, followed by the fastest.
All the other magic cards are the slowest.
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Rush magic, spell speed 2, marked as lightning. Can be activated from your hand on your turn; You can also place it on the field first and activate it on your own or opponent's turn in the next turn.
Activation follows the card's activation rules (e.g., damage can only be activated at 2 speed or more cards and counterattack traps that involve changes in attack and defense values, and this is not required at the time of attack declaration, the Forbidden Holy Spear can be activated at damage time, while the Book of Moon, which is also a rush magic, cannot be activated at the time of damage). )
You can also place it on the field first and activate it on your own or opponent's turn in the next turn. It cannot be activated on the same turn as the cover is placed. (After the lid is placed, use the rules refer to the trap card.)
Cards that involve the transformation of attack and defense can be activated during the damage calculation phase, thus affecting the outcome of the battle (e.g. Rush).
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With Rush Magic Cards, the activation condition is one of the most widely used magic cards.
In your hand, you can use it as you like on your turn (as long as you have an empty magic trap slot) for any phase, but you can't activate it on your opponent's turn. If you are in the fold area, you can use it in the opponent's turn, and you can basically start it at any stage, which is very flexible and fast.
Rush Magic Cards, as the name suggests, are extremely fast and can be activated not only on your opponent's turn, but also directly from your hand during your own turn.
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Let's take a look at the information on the third floor, how old is he this year? Don't be like a child.
Even if you quote other people's information, you don't understand it yourself and mislead others!
It's not your fault that you don't understand, but you can't mislead others!
Everyone has been playing the game king for many years, whether it is a real card, or a game on NDS and PSP, everyone knows that the quick attack magic card in the hand cannot be activated in the opponent's turn!
It must be a Rush Magic Card that is already covered in the field to activate it on the opponent's turn!
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Rush magic.
Spell Speed 2, which is the right time to activate and can be used on a card in your hand at any time on your own; You can also place it on the field first and activate it on your own or opponent's turn in the next turn. It cannot be activated on the same turn as the cover is placed. Cards that involve the transformation of attack and defense can be activated during the damage calculation phase, thus affecting the outcome of the battle (e.g. Rush).
lsnc, right? I've searched out the master rules and can still talk about it.,I'm sorry to see it clearly.,You have to cover it before you can launch it in the opponent's round.。
ls can't understand Chinese, go to the language teacher by yourself, don't come out and harm the newcomer.
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Rush magic can only be activated when the opponent is covered on the field on the opponent's turn, and can be activated from a hand card on your own turn.
Other spell cards cannot be activated on the opponent's turn, and can only be activated during your own combat turn.
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In reality, it must be covered on the field in order to activate the Rush Magic Card on the opponent's turn.
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On the third floor, do you want to arouse the outrage??? How can rush magic be activated from hand on the opponent's turn??? To cover the !! first
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Your school plays piracy, and the Rush Magic Card must be stamped in order to be activated on the opponent's turn.
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Verification is not possible. ARTV team duel is recommended. The Mist Shadow Girl is summoned to join the Masquerade Change, which cannot be activated from your hand. Replay it a few times and do so.
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Magic other than Rush is generally not good, but you can use special effects such as magic thrusters, and I hope to use them.
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No, but some magic cards have the effect that they can be activated in this way!!
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Yu-Gi-Oh magic cards. Magic Cards. Adjuvant. + Attacking. or defend against enemy attacks. There are many kinds of blood.
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Yu-Gi-Oh cards are divided into three main categories.
Monster Cards, Magic Cards, Trap Cards.
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If there's lightning in the upper right corner, it's fine, because that's rush magic.
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It depends on the situation, if the activation conditions are met, it can be activated. No, just hi me.
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Method 1: Sealed Cabinet.
Method 2: Forced escape device + magic top hat.
Method 3: The price of the left wrist.
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The Pot of Lust (Forbidden Card).
Effect: Draw 2 cards from your own deck.
The pot of greed. Effect: Select 5 monster cards from your graveyard and add them to the deck shuffle. After that, draw 2 cards from your own deck.
A pot of desire and modesty.
Effect: Flip over 3 cards from your deck, choose 1 card to add to your hand, and return the rest to your deck. The Pot of Desire and Modesty can only be activated once in 1 turn, and this card cannot be summoned by itself in the turn it is activated.
Angelic alms.
Effect: Draw 3 cards from the deck, then pick 2 cards from your hand and discard them.
Surviving Treasure Effect: When you are summoned in a special summon on the monster field in your graveyard, you can draw a card from the deck.
That's all.
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There are almost all of them with pots and bottles in their names, and there are also some magic cards with special decks, which are too many.
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First of all, you need to understand the spell speed of magic and traps: 1, 2, and 3, respectively.
The 1st speed can only be activated on its own turn unless otherwise specified.
2 speed can be activated on your own turn, or you can set it on the field to activate it on the opponent's turn, and if you don't set, you can only activate it on your own turn.
3 speed can be activated on your own turn, or you can set it on the field to activate it on the opponent's turn.
A card with a higher speed can be chained with a lower speed and at the same speed, but not a card with a higher speed than it.
That is to say, the 3-speed can interlock any card, the 2-speed can only interchain the 2-speed and 1-speed cards, and so on.
Generally speaking, Trap Cards must be overlaid on the field, and then can only be used from the next turn of the Overlay Round, unless there is a special effect intervention, and Magic Cards can only be used on your own turn or from the cover on the field, and Rush Magic is 2 speeds, with the exception of Trap Cards, which can be overridden on the field and used on the opponent's turn.
Card's spell speed:
1 Speed: All magic cards except Rush Magic.
2 Speed: All trap cards except counter traps + quick attack magic.
3 Speed: Counter Trap Card.
That's the general rule, there are some exceptions to the cards, so let's come back and ask questions when you come across them.
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100 words, you better form your own group.