Forum:Dragunity Phalanx "Once Per Turn"

"Dragunity Phalanx" has an interesting effect that seems like it is great. "Once per turn, while this card is equipped to a monster as an Equip Card by a card effect, you can Special Summon this card.". It is quite easy to see why this card is needed in a Dragunity Deck. What I see even further is that it is a Tuner, Dragon, and also has just 500 attack. It makes explosive plays with cards like "Debris Dragon", "Dragon Ravine", "Cards of Consonance" and many more. It also can become an excellent Tuner where it revives itself when a Dragunity grabs it from the Graveyard.

My friend really likes this card because he has made an entire deck around it.

I just do not understand the OCG Ruling that makes it so powerful: "Suppose that "Dragunity Phalanx" Special Summons itself from being treated as an Equip Card, and then during the same turn it is removed from the field (for example, send to the Graveyard) and becomes an Equip Card again. In this case, you can activate the effect of "Dragunity Phalanx" a second time, and Special Summon it again.[3]"

This means that (unlike "once per turn" effects like "Once per turn, you can flip this card into face-down Defense Position."), this card can be sent to the Graveyard and then immediately circumvent its own effect to revive itself again. Why is this Ruling around? I really don't see a point in saying "Once per turn" if the Ruling specifically deletes it. Just to put into perspective, I have included a few plays at the bottom of this post to make everything easier to understand. Is there even a time where the monster could get equipped while it was face-up (and is something that the Player would want to do, I am not just talking "Relinquished" here), and would therefore justify the inclusion of "Once per turn" in its effect? Why is this "Once per Turn" ignored when many others are enforced even though they should avoid such because the monster resets its ability?

As for the plays, you can send it to the Graveyard through many means, a few include "Dragon Ravine", "Foolish Burial" and "Cards of Consonance". After that, many Dragunity will revive it for free. "Dragunity Dux" is a 1500 Level 4 with a good effect as well as an effect, when Summoned, that revives "Phalanx". "Dragunity Arma Mystletainn" can send one "Dragunity" from the field to the graveyard in order to Special Summon it from the Hand, which it then allows the player to revive "Phalanx", so a face-up "Phalanx" leads to a free Special Summon. Even the Synchro "Dragunity Knight - Vajrayana" helps it. It requires a Winged-Beast, but "Dux" fits that role. It is also Level 6 so the Levels are perfect for Synchro. Then you can easily revive "Phalanx" again. With a simple hand of a mill card like "Foolish", a "Dux" and a "Arma Mystletainn", you can make a play where you mill "Phalanx", summon "Dux", revive "Phalanx", send "Phalanx" for "Arma Mystletainn", revive "Phalanx". At this point, you could Synchro 8 or Xyz 6. And that "Phalanx" is still there. If there is a second "Arma Mystletainn" in the hand, it is BOTH a Xyz 6 and a Synchro 8. Keep in mind that "Debris" can revive "Phalanx" for "Arma Mystletainn" and "Cards of Consonance" will give a Draw 2, as well as "Debris" also fulfilling the requirements for that card.

It just seems like Konami wants to screw the Rules to let this card run rampant. Is there a specific reason why this Ruling doesn't match others like the one concerning "Once per turn, you can flip this card into face-down Defense Position."? -- LordGeovanni - ( Talk To Me ) *Kupo* 10:55, April 10, 2014 (UTC)