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Doomkaiser Dragon
Card# CSOC-EN043
Doomkaiser Dragon's effect isn't just for Zombie World duelists: remember that its effect can swipe copies of Plaguespreader Zombie, too!
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Yu-Gi-Oh! operates on a turn-based system. The game proceeds with players taking alternating turns, each turn consisting of six separate phases. It’s important for a duelist to understand each of these phases in order to get the most out of his or her cards. Apart from knowing the names and order of the phases and the actions that can be performed during each phase, the most important thing a duelist must remember is that he or she should clearly announce the beginning and end of each phase and allow his or her opponent to respond.
First off, the beginning of your turn. Your turn begins as you enter the draw phase. What happens during the draw phase? You draw a card, of course! Just one card, and you draw it at the beginning of your draw phase. It doesn’t matter how many cards you have in your hand, you will only draw one card during this phase. Apart from drawing one card to start the turn, a duelist can also activate a trap card or a quick-play spell card during this phase. Spell speed 2 or higher quick-play spells or traps can be activated during either player’s draw phase.
From your draw phase, you move into your standby phase. The standby phase is a phase in which certain card effects will be resolved. Cards such as The Unfriendly Amazon, Mirage of Nightmare, Snatch Steal, and Kiseitai all have effects that resolve during a duelist’s standby phase. Some cards, such as Thunder of Ruler, can only be activated during a player’s standby phase. Any card with an effect directly relevant to the standby phase will note that effect in the card text. Once all standby phase effects have been resolved, then you will enter . . .
Main phase 1! This is the phase in which a duelist prepares his or her field. Most of the cards played during a turn will be played during this phase. There are several kinds of actions a duelist can perform during Main phase 1, including activating or setting spell cards, normal summoning or setting one monster card, and activating or setting trap cards. When deciding which spell or trap to activate or set, remember that you have only five zones for spell and trap cards (and one extra for a field spell card). When those are filled, no more spell or trap cards can be played. The same goes for monster card zones-the most monster cards a duelist can have on the field at a time is five. So think carefully when you decide which cards to play during your main phase 1. Positions of monsters already on the field can be changed at this time. (Monsters can only change their positions once per turn, unless switched by a card effect.) Monsters that have been previously set can be flip summoned, and monsters can be special summoned. Once you have played the spell, trap, and monster cards that you have selected, you can either enter the next phase, which is the battle phase, or you can skip the battle phase and go straight to the end phase.
Heading into your battle phase? OK! There are four steps in the battle phase. You begin your battle phase in the start step, the same way you begin all the other phases-by announcing that you are beginning the phase. You will then enter the battle step. Choose which of your monsters you wish to attack with and then choose which of your opponent’s monsters (if any) you wish to target. Your opponent may respond with a quick-play spell card or a trap card, or you may activate a quick play spell card or a trap card. After the attack has been declared, you enter the damage step. During the damage step, if the targeted monster is face down, it is flipped face up. Then, damage is calculated, flip effects (if any) are applied, and if the monster is destroyed, it is sent to the graveyard. It is important to remember that during the damage Sstep, neither duelist can activate quick-play spell cards or trap cards.
If you have another monster card on your side of the field, you may choose to return to the battle step and attack with that monster. Repeat the battle and damage steps for each monster on your side of the field with which you wish to attack. When you have finished your last damage step, you enter the end step. Here, you announce the end of your battle phase.
Your battle phase has ended, bringing you to your main phase 2. Main phase 2 is essentially identical to main phase 1 as far as what actions you can perform. You can activate or set spell or trap cards (provided you have an open spot in your spell and trap card zone), and if you have not summoned or set a monster card, you can do that (provided you have an open spot in your monster card zone). You may also change the battle positions of monsters who have not attacked. Just like in main phase 1, you must give your opponent a chance to respond to your actions with set quick-play spell or trap cards. Once you have completed your main phase 2, you will enter your end phase.
The end phase is, of course, the end of your turn. Upon entering your end phase, you and your opponent can activate quick-play spell cards or trap cards, or you can announce the end of your turn. Your opponent will then enter his or her draw phase, and the turn cycle begins again.
Draw phase, standby phase, main phase 1, battle phase, main phase 2, and end phase-those are the six phases of your turn. When you are dueling, remember that each phase (and step within a phase) should be declared clearly so your opponent will know what you are doing. When you play a card, you must allow your opponent time to respond. For instance, you cannot enter main phase 1 by summoning an Archfiend Soldier and then immediately enter your battle phase by announcing an attack. Your opponent must have time to respond with any appropriate cards he or she has set, such as Trap Hole or Ring of Destruction.
Now that you have mastered these six phases, take the time to run through your deck, and review the cards in it, paying special attention to the spell speeds of the cards, and note down in your mind which phases are appropriate for each card. This will help you be prepared for whatever your opponent might have in store for you and ensure that your cards are played to their best advantage-and when you’re in the middle of an intense duel, you’ll want every advantage you can get! |
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