User:Huajun Chen/Sandbox

FORENOTE
This is my sandbox. Mine. It's not yours. You can't have it. Mostly, it's going to be incoherent HTML and things that don't make sense. If you make sense of anything in this sandbox, go find a shrink.

STON-JP007 Six Warmasters - Yaichi/Kamon/Yariza/Nisashi/Zanji/Irou

Japanese Rulings

 * The effect can NOT be activate if this card is destroy as a result of "Destroy as substitution".

as response to destroying another card to save the destruction of this card)
 * You cannot "destroy itself" again once this card "would be destroyed" during a chain (i.e. You cannot destroy this card


 * The effect would be "negated" if you don't have another "Six Warmasters" on the field while the effect resolved.

-- STON-JP021/022/023 Electric Worm/Puppet Plant/Puppet Insect
 * The effect would be "negated" if the Spell/Trap card you want to destroy is face-up when the effect resolved.

Japanese Rulings

 * The "discard" is a cost to activate this cards' effect. Also, you choose the monster when you activate the effect.


 * You cannot discard this card from hand if opponent do not have the type of monsters specify on the card for you to control.

-- STON-JP025 to 030 Silent Abyss/Hell Prominence/Rage Earth/Death Cyclone/Shine Spirits/Darkness Soul
 * If the monster controlled by this effect would be flip face-down, etc., opponent do not gain back control of that monster.

Japanese Rulings

 * When these cards is sent to Graveyard, it destroy all face-down monsters ALSO.

=
================================================================ FOTB-JP001 to 007: Gem Beast overall ruling


 * The player with the control when this card is sent to Graveyard would choose to let this card put in their OWN M/T zone or not (not owner).


 * The effect that sent this card to M/T zone while destroy would not activate if this card would never "hits Graveyard" (i.e. by [Bottomless Pit Trap]).


 * If your M/T zone is full, you can still choose to send the card to M/T zone. However, since there's no space, it would be sent to Graveyard afterward.


 * The process of putting the monster to M/T zone as a Continuous Magic card is not "activating" a Continuous Magic card.


 * ALL activation effect of [Gem Beast] monsters while in monster zone CANNOT be activate when it's in M/T zone.


 * [Gem Beast] monster can be put to M/T zone if destroyed face-down ONLY by battle. Otherwise, the monster would go to Graveyard.

[Gem Beasts - ....] v. [Macrocosmos], etc. - If cards like [Macrocosmos] would be face-up on the field, when the Gem Beast is destroy, you first choose to put this card to Graveyard or not. If not, this card WILL still be put to M/T zone. If not, the card would be RFG.


 * [Gem Beasts - ....] v. [Manticore of Darkness] - You cannot send [Gem Beast] (Beast/Bird/B-Warrior ones) from your M/T zone to sacrifice for effect of [Manticore of Darkness].


 * [Gem Beasts - ....] v. [Forest Guard - Green Baboon] - The effect of [Green Baboon] cannot be activate if the Gem Beast (Beast type ones) are sent from M/T zone to Graveyard (as a Continuous Magic).

-- FOTB-JP002 Gem Beast - Amehyst Cat
 * [Gem Beast - ....] v. [Skill Drain]/[Hades] - If [Skill Drain] is on the field, the Gem Beast cannot be sent to M/T zone (the "rule effect" is negate). This is also the case of the [Gem Beast] is destroy in battle by cards like [King of Underworld - Hades].

Japanese Rulings
-- FOTB-JP003 Gem Beast - Emerald Turtle
 * When opponent do not have monster on the field and this card direct attack, the attack strength would not be halved.

Japanese Rulings
-- FOTB-JP005 Gem Beast - Amber Mammoth
 * If the attack by a monster is negated, you cannot activate this card's effect to switch it to defense mode.

Japanese Rulings
-- FOTB-JP014/18/19 E-Hero Captain Gold, Emissary of Sky - Zeradias, General Demon
 * You can activate this card's effect multiple times during a turn.

Japanese Rulings
- Cocoon Pantail, Cocoon Chiki, Cocoon Pinii, Cocoon Larva, Cocoon Mogu
 * The "destroy if field card is not on field" effect is continuous effect.

Japanese Rulings
-- TAEV-JP018 to 027 Dual Monster General Ruling
 * If Neo Space is not on the field when the effect of these cards resolved, the effect would then not be activated.


 * "Re-summon" is not a new type of summon in rule. It's an act where you "Summon" the monster once again when it's face-up on the field.


 * The summon take the place of a Normal Summon. In other words, during a turn you "re-summon" a monster, you cannot Normal Summon (outside of by card effect of other cards, i.e. [Compensation of Blood] or [Dual Summon]).


 * You do not need to sacrifice any monsters to "re-summon" a higher level monster.


 * You cannot change the mode of a monster manually the turn a monster was re-summon. However, you can change mode of the monster card BEFORE you re-summon the monster.


 * An act of "re-summon" does not means the card "leaves/enters" the field.


 * You can negate the "re-summon" with [Declaration of God], etc. In addition, you can chain cards like [Tidal Wave] (e. Torrential Tribute) to the act of "re-summon".  However, you cannot negate the re-summon with cards like [Divine Judgment].


 * If a monster becomes face-down or leaves the field temporaily, the "re-summon" would be reset and the monster afterward would become a Normal Monster again.


 * You cannot re-summon a monster that was already an effect monster by this mechanic.


 * [Dual Monster] v. [Skill Drain] - The effect of "This card is a normal monster", "You can re-summon this card", and the effect gained after you "re-summoned" the card is negate if [Skill Drain] is face-up on the field. If you had re-summon a card and [Skill Drain] is then activate, the effect you gain is negate. When it leaves the field, the monster "gained back" the effect. All Dual monsters are treated as an effect monster as long as [Skill Drain] is on the field.


 * [Dual Monster] v. [Hades] - If a Dual monster is destroyed in battle by [Hades], the card would not be treated as a Normal monster while in Graveyard


 * [Dual Monster] v. [Ceasefire] - A set Dual monster flipped face-up by the effect of [Ceasefire] is treated as a Normal monster when calculating damages.

was re-summon. -- GLAS-JP010 - 013 Cloudian - Acid Cloud, Cirrostratus, Altos, Turbulence
 * [Dual Monster] v. Equipments - All equipments will stay on the field equipped to the Dual monster even after it's re-summon. All effects like from [Early Burial] where "when the card is destroy, destroy the monster" still apply even if the monster

Japanese Rulings
-- GLAS-JP017 to 023, 043 Gladial Beast General Ruling ("Return to deck" effect)
 * When successfully summoned, the cards counts themselves when determining the number of Fog Counters to be put on.
 * The effect is a Trigger effect, and it will trigger at the end of any (yours and opponent's) battle Phase when the card battled.


 * The effect itself then is optional: you can choose to return the monster or not to.


 * If you return a monster back into deck, you MUST special summon another [Gladial Beast] monster.

-- GLAS-JP017 Gladial Beast - Alexander/Sparticus/Laquer/Hoplomas/Dichaeri
 * If opponent control your [Gladial Beast] monster and opponent have [Gladial Beast] monster in his/her deck, he can choose to activate the effect (the original [GB] would be return to OWNER'S deck, then the ACTIVATE PLAYER can summon from HIS/HER deck to HIS/HER FIELD).

Japanese Rulings
-- SPECIAL LV MONSTER RULINGS: the higher [LV].
 * This card's effect reset if flip face-down then you reverse summon it again.
 * When [BoL] is on the field, you cannot use the [LV] card effect to bring out

effect would treated as it was not activate, BUT, both player must confirmed this. - SOD-JP006 Black Flame Dragon of Horus LV4
 * When there's no "next evolution" [LV] monster left in your hand or deck, the

Japanese Rulings
- Dark Mimic LV1 (009)
 * "Control can't change" means, this card's controller cannot be switch b/t players.

Japanese Rulings
- Dark Mimic LV3 (010)
 * [Dark Mimic LV1] v. [Level Up!] - You CAN use [Level Up!] on [Dark Mimic LV3] to bring out [Dark Mimic LV1] since [Dark Mimic LV1]'s name is mentioned in [Dark Mimic LV3]'s text.

Japanese Rulings
- Armed Dragon LV3 (013) See [LV] monster Rulings. - SOD-JP023 Element Dragon
 * [Dark Mimic LV3] v. [Level Up!] - You CAN use [Level Up!] on [Dark Mimic LV3] to bring out [Dark Mimic LV1] since [Dark Mimic LV1]'s name is mentioned in [Dark Mimic LV3]'s text.

Japanese Rulings
- SOD-JP025 Resonance Bug
 * The "Wind" effect: Even if you destroy your opponent's Wind main-type monster that this card "gain its effect" from, this card may still attack one more time.

Japanese Rulings
- SOD-JP026 Masked Dragon
 * This card's effect activate in the Graveyard.

Japanese Rulings
- SOD-JP037 Dark Mass Production Factory
 * This card's effect activate in the Graveyard.

Japanese Rulings
- SOD-JP038 Hammer Shoot
 * If you do not have two or more Normal Monsters in your Graveyard, you CANNOT activate this card.

Japanese Rulings
- SOD-JP044 Fourth Dimension Grave
 * It count the WHOLE field, not just opponent's.

Japanese Rulings

 * You must have 2 or more monster with [LV] in its name in your Graveyard in order to activate this card.

SOD-JP046 Big Bang Small Bang

Japanese Rulings
- SOD-JP051 Spirit Barrier
 * You must have Water Main-Type monster on your field to activate this card.

Japanese Rulings
- SOD-JP052 Ninja Technique - Flying Cicada Technique
 * Your opponent can still destroy your monsters in battle, only the battle damages are 0.

Japanese Rulings
- SOD-JP053 Weakening Fog
 * If the [Ninja] monster is destroy or flip to face-down defense mode, this card would stay on the field, but with no effect.

Japanese Rulings
- SOD-JP055 Greed
 * Your opponent discard down to 5 cards the moment this card is activate.

Japanese Rulings
- SOD-JP056 Mind Crush
 * It counts only "draw" by effect, "put cards to Graveyard or put cards to hand" do not count, and, Draw card by the rule of Draw Phase don't count.

Japanese Rulings
- SOD-JP058 Gorgon's Eye
 * You MUST have at least one card in your hand when you activate this card.

Japanese Rulings
- SOD-JP060 Holy Life Barrier
 * It does not matter if it's in face-up or face-down defense mode, their effect would be negate. In other words, Flip effects would be negate.

Japanese Rulings
- RDS-JP009 Silent Swordsman LV3
 * [Holy Life Barrier] only negate all effect and battle damages deal to you by opponent, but it doesn't protect monster from being destroy in battle.

Japanese Rulings
-- RDS-JP015 Big Mysterious Bird of Foggy Valley
 * This card's effect would negate opponent's Magic card effect that target, no matter it only target this card or it's muitl-targeting.

Japanese Rulings
-- RDS-JP018 Harpy Lady 2
 * This card's effect would activate even if it's in middle of effects since this card's effect is NOT optional.

Japanese Rulings
-- RDS-JP022 Eagle Eye, RDS-JP023 The Gorgeous Inflitrating Worker, RDS-JP024 Invading Flame, RDS-JP025 Concealed Approaching Devil Manta
 * You may include only up to three of [Harpy Lady], [Harpy Lady SB], [Harpy Lady 1], [Harpy Lady 2], [Harpy Lady 3] in your deck since the first lane of text is LIKE the effect of [Atlantis].

Japanese Rulings
-- RDS-JP030 Giant Battleship - Big Core
 * This cards' effect is not continuous, it only applies at the moments when that card is being successfully summon, or, your opponent cannot chain Trap cards to this card's summon unless it's a Counter Trap.

Japanese Rulings
-- RDS-JP032 Magic Equip Machine Car - D51
 * The Counter that would be put onto this card are not "Magic Counters", so, you cannot use effect that would add Magic counters on cards to add counters on this card (e.g. [Apprentice Magician]).

Japanese Rulings
-- RDS-JP034 Alchemy Creature - Homukrus
 * The number of [Magical Goods Transport Train - B51] include your opponent's field.

Japanese Rulings
-- RDS-JP042 Flint
 * If this card is flip face-down, and then you flip it back face-up, no matter if you choose to activate the effect yet or not, you can activate the effect once again.

Japanese Rulings
-- RDS-JP043 Angry Moke Moke
 * The "Chose another target" effect is NOT OPTIONAL, so, as long as there's (are) monster(s) on the field, you must choose one of them and equip this card on that monster (even if only you have monsters on the field).

Japanese Rulings
-- RDS-JP046 Big Castle Wall Destructing Spear
 * As long as the effect of this card would be activate, even if a [Mokemoke] is summon afterward, that [Mokemoke] would still get this card's effect.

Japanese Rulings
-- RDS-JP047 Weight Reduction
 * The attack strength would be increase at and only during Damage Step.

Japanese Rulings
-- RDS-JP048 Retreat of Evil Air
 * You and your opponent must confirmed you shuffle a monster to your deck with level 7 or higher, or in other words, you must show your opponent the card you want to shuffle in before you shuffle that card back into your deck.

Japanese Rulings
-- RDS-JP057 Pikeru's Magical Formation
 * If there're no face-up Continuous Trap card on the field, you cannot activate this card.

Japanese Rulings
-- FET-JP013 Matatabi Cat
 * Effect of card means effect, NOT cost, NOT battle damages.

Japanese Rulings
- FET-JP016 Kangaroo Champ
 * If two [Matatabi Cat] are face-up on the field, none of them can be attacked.

Japanese Rulings
-- FET-JP019 Artificial Dog - Maron
 * This card's effect would activate even if this card is destroy or not.

Japanese Rulings
-- FET-JP024 Resident of Darkness - Shadow Killer
 * The effect of this card can be counter by [Hellish Trap Door Gun] (301).

Japanese Rulings
-- FET-JP025 Sentry Golem
 * Even if your opponent have Magic/Trap on his/her field, this card's effect can attack your opponent directly.

Japanese Rulings
-- FET-JP026 Raging Bull Ogre
 * Reverse Summon is not Flipped. You must MANUALLY flip this card face up during your turn in order for this card's effect to activate.

Japanese Rulings
Both cards cannot be activate if this card's effect is activate since the result is random by coin flip. -- FET-JP034 Brain Jacker
 * [Raging Bull Ogre] v. [Gun that Cross Hell's Door]/[Curse of Pain]

Japanese Rulings
result of battle. -- FET-JP036 Dragon Majin - King Dragoon
 * This card's effect cannot be activate when flipped by battle and destroy as a

Japanese Rulings
-- FET-JP043 Spiral Saber
 * If all monsters you have on the field are Dragon sub-type monsters and this card is on your field, your opponent cannot activate card effect or cards that target monsters on your field.

Japanese Rulings
- FET-JP044 Restraint Removal
 * [Dragon Knight - Gaia] get both effects, but the other two cards mention in this card only get the first effect.

Japanese Rulings
- FET-JP046 Contract of Fulfillment
 * You must have [Iron Knight - Gearfreed] on your field to activate this card.

Japanese Rulings
-- FET-JP047 Re-Fusion
 * The Ritual monster you special summon from this card must have successfully Ritual summon once.

Japanese Rulings
-- FET-JP048 Hundred Beasts Stampede
 * The Fusion monster you special summon from this card must have successfully Fusion Summon once.

Japanese Rulings
-- FET-JP051 Punishment Game!
 * This card can be activate during Damage Step.

Japanese Rulings
-- FET-JP052 Scaring Roar
 * This card can only activate if your opponent have EXACT four cards in his/her hand.

Japanese Rulings
-- FET-JP056 Headquarters Assault
 * This card cannot be activate during your own turn.

Japanese Rulings
-- FET-JP059 Elemental Burst
 * This card's "destroy" part is not a cost. (It's not sacrifice)d.

Japanese Rulings
-- FET-JP060 Coercive Safety Agreement
 * It means, you have to sacfice four monsters with the different designated main-type to activate this card.

Japanese Rulings
-- EOJ-JP002 D-Hero Diehardguy
 * This effect affect both players.

Japanese Rulings

 * If there's more than one [D-Hero] destroy in a turn, you choose which one to "bring back" during the Standby Phase this card's effect activates.

EOJ-JP008 Cyber Giraffe

Japanese Rulings
-- EOJ-JP009 Cyber Phoenix
 * This card does not negate Battle Damages.

Japanese Rulings
-- EOJ-JP010 Searchlightmen
 * This card negations effect negate any M/T effect that target ONE and only one Machine on your field (including itself). However, it protects all Machines.

Japanese Rulings

 * Opponent cannot set card(s) in the rest of that turn after this card is reversed.

EOJ-JP013 Harpy's Pet Baby Dragon

Japanese Rulings
-- EOJ-JP014 Lightning Gear - Skyflash
 * This card's 3 effect "accumulated", or, if you have 3 monsters with [Harpy] in its name, this card gains all 3 effects stated.

Japanese Rulings
-- EOJ-JP017 Royal Knights
 * This card is just "send" to Graveyard at End Phase, not destroy/sacrifice.

Japanese Rulings
-- EOJ-JP020 Artemis of Harvest
 * The "defense strength" in this card's add lifepoint effect would calculated the original defense strength of the destroyed monster, since it's sent to Graveyard (this effect does NOT activate at Graveyard, however).

Japanese Rulings
-- EOJ-JP021 Reiyad of Relief
 * This card's effect triggered when the Counter Trap resolved. If any Counter Traps in a chain could be negate, this card's effect does not triggered.

Japanese Rulings
-- EOJ-JP024 Guard Dog
 * This card's effect triggered when the Counter Trap resolved. If any Counter Traps in a chain ould be negate, this card's effect does not triggered.

Japanese Rulings
-- EOJ-JP025 Vacuum Itachi
 * Opponent cannot special summon in the rest of that turn after this card is reversed.

Japanese Rulings
-- EOJ-JP026/027/028/029 Beating Aos, Raging Eria, Blazing Hiita, Devastating Wynn
 * Opponent cannot activate M/T in the rest of that turn after this card is reversed.

Japanese Rulings

 * You cannot sacrifice monsters for no reason, or, if you sacrificed one, you MUSt special summon one.

-- EOJ-JP034 E-Hero Sailorman
 * "Leaves field" includes returned to hand and removed from game.

Japanese Rulings
-- EOJ-JP037 Misfortune
 * This card's check when this card declare attack, or, even if opponent chained the declare attack with cards that destroy your set M/T, this card can still direct attack.

Japanese Rulings
-- EOJ-JP040 R - Right Justice
 * You cannot activate this card once you had declare attack with your monsters.

Japanese Rulings
-- EOJ-JP042 Hero Flash!!
 * You choose which M/T cards to destroy.

Japanese Rulings
-- EOJ-JP043 Power Capsule
 * You must have H,E,R,O in your Graveyard at the time this card is activate. (They're cost).

Japanese Rulings
-- EOJ-JP045 Guard Penalty
 * The effect means that effect would become part of this card's effect.

Japanese Rulings
-- EOJ-JP046 Grand Cross
 * "To defense mode" means anyway that the chosen monster card will switch to defense mode (face up or face down), this card's effect will activate.

Japanese Rulings
-- EOJ-JP053 D-Time
 * Even if card effects is chained to this card's activation to destroy [Macrocosmos], this card's effect can still be activate. The requirement is only checked when this card is activate.

Japanese Rulings

 * "Level lower" means "lower or equal".

EOJ-JP056 Elemental Absorber

Japanese Rulings
-- EOJ-JP057 Macrocosmos
 * This card's effect can only be activate once, and only when it's activate.

Japanese Rulings
-- EOJ-JP058 Miracle Arrival
 * This card can be activate even if you don't special summon a [Helios] from your hand/deck.

Japanese Rulings
-- EOJ-JP059 Cracking Hatchet
 * - If the monsters would purely "leaves field", this card would stay on the field with no target.

Japanese Rulings
-- EOJ-JP060 Kickback
 * If the monsters would purely "leaves field", this card would stay on the field with no target.

Japanese Rulings

 * "Normal Summon" includes Sacrificed Summon.

SOI-JP005 Hero Kids

Japanese Rulings
-- SOI-JP007 Cyber Laser Dragon
 * Since this card's effect is optional, you can choose to not search deck at all.

Japanese Rulings
-- SOI-JP008 Antique Gear
 * This card can only be special summon by the way state on the card and from hand/deck/GY ONLY.

Japanese Rulings
-- SOI-JP010 Proto Cyber Dragon
 * This card's effect activate in your hand.

Japanese Rulings
-- SOI-JP011 Instantaneous Bomber
 * You can put 3 copies of this card AND 3 copies of [Cyber Dragon] in your deck since this card would only be treated as [Cyber Dragon] when face-up on the field.

Japanese Rulings
-- SOI-JP014 Guide to Another Dimension
 * Since the damages are negate, this card would not be destroy in battle if attacked while in face-down defense mode, and thus, can be equipped to opponent's monster afterward.

Japanese Rulings
-- SOI-JP024 Devildozer
 * "Each End Phase" means both yours and opponent's End Phase.

Japanese Rulings
-- SOI-JP025 Yomigaeru
 * This card can only be special summon by the way state on the card and from hand ONLY.

Japanese Rulings
-- SOI-JP032 Sandmoth
 * Even if this card's special summon would be negate once, during the next Standby Phase, this card can still activate its effect (NOT during the same turn).

Japanese Rulings
-- SOI-JP035 King of the End - Demise
 * This card would be special summon after the chain that destroy this card is resolve.

Japanese Rulings
-- SOI-JP038 Magnet Circle LV2
 * This card can only be Ritual Summon after sacrificing cards to EXACT level of 8.

Japanese Rulings
-- SOI-JP039 Antique Gear Factory
 * This card can only activate if you have a Machine sub-type monster with LV 2 or less in your hand.

Japanese Rulings
-- SOI-JP046 End of the World
 * If you cannot remove cards to the required level for the chosen card in your hand, this card's effect is negate and this card is return to hand.

Japanese Rulings

 * "Same Level" means the level on the Ritual monster.

SOI-JP048 Reincarnation

Japanese Rulings
-- SOI-JP052 Damage Condenser
 * This card basically "replace" the movement for those cards to Graveyard with moving to deck.

Japanese Rulings
-- SOI-JP054 Lost Next
 * The damages count would only count battle damages done by one attack by one monster.

Japanese Rulings
-- SOI-JP055 Generation Change
 * This card cannot be activate if the chosen monster does not have another "copy" in the deck.

Japanese Rulings
-- SOI-JP060 Malfunction
 * This card cannot be activate if the chosen monster does not have another "copy" in the deck.

Japanese Rulings
-- EEN-JP010 Hell Soldier
 * [Malfunction] v. [Devil King Dragon - Vandargaron] - This card can triggered [Vandargaron]'s effect since [Vandargaron] doesn't specify a card being destroyed or not.

Japanese Rulings
-- EEN-JP011 W - Wing Catapult
 * This card's effect only activate when your opponent attack this monster, but not when you "suicide" into opponent's monster.

Japanese Rulings
-- EEN-JP012 Flame Majin - Hell Burner
 * This card can only be equipped on [V-Tiger Jet].

Japanese Rulings

 * If you would Reverse/special summon this card, the "Normal Summon" requirement is not need.

EEN-JP030 VW - Tiger Catapult

Japanese Rulings
-- EEN-JP031 VWXYZ - Dragon Catapult Cannon
 * This card can only be special summon by removing the monsters, cards like [Fusion] or [Fusion Gate] are not needed and cannot be use for this card's special summon.

Japanese Rulings
-- EEN-JP035 E-Hero Wild Jaggyman
 * This card can only be special summon by removing the monsters, cards like [Fusion] or [Fusion Gate] are not needed and cannot be use for this card's special summon.

Japanese Rulings
-- EEN-JP037 Jar of Avarice
 * You can choose to not attack all opponent's monster but let say, 2 out of 3.

Japanese Rulings
-- EEN-JP041 Ojamuscle
 * You must have 5 monsters or more in your Graveyard before this card can be play.

Japanese Rulings

 * The attack point increase would not end at the end of the turn.

EEN-JP049 Hero Barrier

Japanese Rulings
-- EEN-JP051 Troops of Darkness
 * "Negate one attack" does not equal to "Negate the attack of a monster", or, if a monster would attack two times during battle phase, and this card is chained, only one of the attack is negate.

Japanese Rulings
-- EEN-JP054 Screen Drop
 * You must have 2 or more monsters with [Dark Realm] in its name in your Graveyard before this card can be activate.

Japanese Rulings
- The monster destroy by this card's effect would only be EXACTLY Level 3. -- EEN-JP055 Same Surname, Same Name, Same Alliance

Japanese Rulings
-- EEN-JP056 Get Ride!
 * If the monster you target would be destroy in chain of this card, this card's effect would still be activate if there're valid targets in your deck.

Japanese Rulings
-- EEN-JP057 Hell Polymer
 * You must have a Union monster in your Graveyard AND a valid target on the field before this card can be activate.

Japanese Rulings
- This card can only be activate if you have at least a monster on your field.

CRV-JP005 Hane Kuriboh LV10

Japanese Rulings
- This card's effect cannot activate in Damage Step. - CRV-JP006 Patroid

Japanese Rulings
- CRV-JP007 Gyroid
 * Reverse effect of a set monster that the controller of this card "look" at would not activate, since the monster would not flip face-up, but just "reveal and look".

Japanese Rulings
- CRV-JP011 Jetroid
 * The effect basically means that, just say your opponent have two monsters on his/her field, if opponent declare attack on this card, the first attack would not destroy this card, but then, the second attack would if BOTH attack would have higher strength than this card's attack/defense.

Japanese Rulings
- Any number of Trap cards can be activate from the hand as long as they're legal to be activate. -- CRV-JP018 Mechanical Hound

Japanese Rulings
-- CRV-JP024 Guardian Spirit - Irene
 * This card's effect would not triggered in the middle of the chain, or, even you would discard your hand somehow when opponent activate a Magic card, that Magic card would not be negate.

Japanese Rulings
-- CRV-JP025 Doitsu
 * This card can only equip on [Indomitable Fighter - Ray Ray].

Japanese Rulings
-- CRV-JP026 Death Frog
 * This card can only equip on [Soitsu].

Japanese Rulings
-- CRV-JP027 Tadpole -- CRV-JP028 Draw Frog
 * The number of [Tadpole] would be count when this card's effect is activate, not resolve.
 * This card's effect activate in Graveyard.

Japanese Rulings
-- CRV-JP032 Different Dimension Master
 * This card's effect is triggered effect, not activate effect.

Japanese Rulings
-- CRV-JP043 Jar of Humble
 * This card's effect cannot be activate if you do not have cards RFG.

Japanese Rulings
- CRV-JP044 Shien's Questioner
 * [Jar of Humble] v. [Spirit Mirror] - [Spirit Mirror] can be chain to this card's activation (even by the same player), since this card would target player.

Japanese Rulings
-- CRV-JP045 Evolution Wing
 * This card's effect would be negate if the monster this card's effect choose would be turn face-down in chain of this card.

Japanese Rulings
-- CRV-JP047 Spark Gun -- CRV-JP048 Skyscraper -- CRV-JP050 Earth Spirit Technique - "Kurogane"/ "Miyabi"/Aoi/Kurenai - This card can sacrifice Tokens (since it didn't say "goes to Graveyard") -- CRV-JP054 Rival Appears! -- CRV-JP060 Counterattack Preparation - THE FOUR CHARMERS
 * This card can only be activate if all of the requirements are fulfilled ([HK] on field, discard 2).
 * This card's "change mode" effect can use more than one time per turn.
 * This card's "attack increase" would only activate when [E-Hero] monsters attack, but not when it is target of attack.
 * If there would not be a monster that can fulfill the second effect, this card cannot be activate.
 * This card's "Trample" effect is not battle damages.
 * If all of this cards would be turn back face-down, the control of the monster "steal" from opponent would go back to opponent.


 * If all of this cards would be remove from the field in anyway, the control of the monster "steal" would go back to opponent.

EEN-JP026/EEN-JP027/EEN-JP028/EEN-JP029 Possessed Spirit - Aos, Possessed Spirit - Eria Possessed Spirit - Heater, Possessed Spirit - Wynn

Japanese Rulings

 * This card only gets "Trample" effect is you special summon it by the way specific on the card.


 * This card can be Normal Summon with no effect.