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7/15/04; "Priority and Fast cards" - Zero
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This is essay based on the key factor in Yugioh.  Speed.  The faster you can beat your opponent, the better.  The faster you can activate a card, the better.  The faster you can counter... well... you get the point.
 
There has been a few cards out there that are ridiculously slow, even for a card.  Some cards require so much time, you literally start falling apart from the waiting...
Some examples are:

Time Capsule
Normal Magic
Choose 1 card from your deck, and remove it from the game, face-down.  During your second Standby Phase after activation, destroy this card, and put the card that was removed from the game into your hand.
 
Pharaonic Treasury
Normal Trap
After this card is activated, shuffle it into your deck face-up.  When you draw this card, place it in your Cemetery, choose 1 card in your Cemetery and return it to your hand.

When you are literally depending on this type of card, your just asking for your opponent to attack you as much as possible before that effect takes place.  Some of the fastest cards in the game are rather difficult to get nowadays for the Japanese players, but English players have no excuse...

Emissary of Harmony/Waboku
Normal Trap
Battle damage inflicted on your monsters is decreased to 0 for the turn of this card's activation.
 
Cyclone/Mystical Space Typhoon
Instant Magic
Destroy 1 magic or trap on the field.

These cards are, arguably, the fastest cards in the game.
They don't require any trigger event like Holy Barrer/Mirror Force or Tidal Wave/Torrential Tribute, and they are very useful in today's environment.  Plus, they have no additional cost of any type, so you can play these while your topdecking... which is a GOOD thing.
 
Take note that as time goes on, most decks don't even need traps anymore.  Some of the basics can be replaced with Instant/Quickplay Magic.  This cut's the use of Android Psycho Shocker/APS/Jinzo almost in half. 
 
I also note that monsters are slow.  Slower then all magic and traps.  The thing that makes them special are the facts that they are almost completely un-negatable due to Priority.
 
Priority is the element that gives monsters like Exclusivity Virus/Tribe-Infecting Virus and Initiate Troops/Exiled Forces their special degree of speed.
 
This gives them speed and psychological advantages.  Think about it.  Your opponent reacts too quickly, thinking that he will be stopping your strategy, only to find out that he wasted his card on an almost un-negatable monster effect. 
 
So far in the game, only the following can stop ANY monster:

Skill Drain
Permanent Trap
Pay 1000 Life Points.  While this card is on the Field, all effects of face-up Effects Monsters on the Field are negated.
 
Declaration of God/Solemn Judgement
Counter Trap
Pay half your Life Points.  Negate a Magic card, Trap card, or a Monster summon, destroying it.  Destroy this card afterward.
 
Ascending Horn/Horn of Heaven
Counter Trap
Sacrifice 1 of your monsters on the Field.  Negate a Monster summon, destroying it.  Destroy this card afterward.

Outside of these cards, there are NO other cards in the game that is faster then a monster's effect.
 
Please, let me explain abit about Priority.
 
Priority is how fast a card can activate before another starts.  In, what is known as a Chain, priority is usually given to the card that was last activated in a chain. 
 
Speed 1: Normal Magic, Equipment Magic, Field Magic, All Played Effects, Monster Effects (Permanent Effects, Triggered Effects, Activated Effects, Flip Effects at the time of a Flip Summon)
Speed 2: Quickplay Magic, Normal Traps, Monster Effects at the time of being Triggered
Speed 3: Counter Traps
 
Speed 1 cannot be activated to chain against anything.
Speed 2 can be activated to chain against other Speed 2 or a Speed 1 card.
Speed 3 can be activated to chain against any speed card, but can only be chained against with another Speed 3 card.
 
Please note that a monster's normal, reverse(flip), and special summoning cannot be chained to as they have no speed.
 
An easy example is of Initiate Troops:
 
Player 1 summons Initiate Troops.
Initiate Troop's summoning has been successful.
Player 2 activates Destruction Ring/Ring of Destruction in reaction (not chain) to the fact that Initiate Troops is now on the field
Player 1 now gains priority to activate Initiate Troops.
Player 1 chooses to activate Troop's effect on an opponent's monster.
Initiate Troop's effect now has a cost, so cost ALWAYS goes first.  Initiate Troop's cost is sacrificing itself.
Initiate Troops destroys a monster on Player 2's field.
Player 2's Destruction Ring no longer has a legal target on the field, so it is negated and destroyed.
 
Remember, after choosing a legal target with any card [Raise Dead/Monster Reborn, Initiate Troops, Destruction Ring.... etc...], and that target is somehow removed from the legal area (such as being removed from the field or being removed from the game) then you are NOT allowed to change targets.
 
Now, a more difficult card that people have been fussing over for a while now...
 
Player 1 summons Magic Warrior Breaker/Breaker- Magic Warrior.
Magic Warrior Breaker's summoning has been successful.
Player 2 activates Bottomless Trap Hole to the fact that Magic Warrior Breaker is now on the field with 1500 or higher attack points.
Player 1 now gains priority to activate Magic Warrior Breaker's effect.
Magic Warrior Breaker has 2 effects which rely on a Magic/Spell Counter FIRST.
Magic Warrior Breaker gains priority, so it gains a Magic Counter.  Attack points increase to 1900.
Player 2's Bottomless Trap Hole removes Magic Warrior Breaker from the game.
Because Magic Warrior Breaker is no longer on the field, it's counter is lost and it CANNOT activate it's anti-magic/trap effect.
 
This also is applied to all monsters who has thier effects through magic counters.
This is the same with several other cards, but the basics is if a monster is taken off the field, but has priority of effect, you can activate it to the maximum of ONE time.
 
Example:
 
Player 1 summons Exclusivity Virus/X-Virus/Tribe Infecting Virus.
X-Virus's summoning has been successful.
Player 2 activates Bottomless Trap Hole in reaction (not chain) to the fact that X-Virus is now on the field.
Player 1 now gains priority to activate X-Virus's effect.
X-Virus's effect now has a cost, so it discards a card from your hand.
Player 1 names a subtype/type (for this example: Demon/Fiend)
X-Virus's effect takes place, and all monsters on the field with Demon subtype is now destroyed.
Player 2's Bottomless Trap Hole now removes X-Virus from the game.
Player 1 now CANNOT re-activate X-Virus's effect no matter how many cards are in his hand.
 
Now, there are some effects that say on the field known as Speed 1 permanent effects.  APS/Jinzo is one of them.
 
Player 1 summons APS.
APS's summoning has been successful.
Player 2 activates Trap Hole in a reaction (not chain) to APS's summoning.
Player 1 now gains priority.
APS's effect is automatically activated with or without Player 1's concent.
Player 2's Trap Hole is now negated.
Player 2's Trap Hole is placed in the cemetery/graveyard.
 
This also applies to Magic Canceller/Spell Canceller, End of Anubis/The End of Anubis etc...
 
I hope this clears some stuff up, but if your actually more confused, commence vomiting and send me an email about it...