Activated Normal or Quickplay Spells, and Normal or Counter Traps, remain on the field until after the whole chain has resolved, unless another effect specifically sends them during the chain.
So if I activated Secret Barrel, my opponent could chain cards like Jar of Greed to it, but even though that resolves first, the card remains on the field until Secret Barrel finishes resolving, meaning there is no reduction in damage.
In another scenario, if Heavy Storm is activated, and Solemn Judgment was chained, Heavy Storm will be negated, destroyed, and sent to the graveyard when Solemn Judgment resolves. Then at the end of the chain, Solemn goes to the graveyard too.
Spells can be field spell, quick-play and countinous. An normal one is activated only in main pharses. YOU can choose to set spells down to trick your openment. Quick plays can be activated from your hand, or you can set quick plays down and use them on your openments turn. note that only quick plays can be activiated on others turn. continous are activated, and can stay on the field until one player destroys it. field spells are like continous, except that they go to the field spell section and that only one out of both can be activated. when one field spell is activated, the previous one goes to the grave. traps can be counter and continous. traps ( normal) can be activated when you set them down, at anytime. However, they cannot be activated the turn you set them in. Counters are like a normal trap, except they negate other affects. for example, seven tools of the bandit. Continous traps are like normal traps and continous spells combined. the cannot be activated thhe turn they where set in. but once activated, it stays on the field until destroyed. technically, that is the whole concept of traps and spells!
No, control of the Equip Spell card itself does not change, nor does it move. It remains on the same side of the field and equipped to the same monster, unless the control change made the monster an invalid equipping target.For example, if the Spell Creature Swap targets a monster equipped with Ring of Magnetism, Ring of Magnetismwill be destroyed.However, if the Spell Brain Control targets a monster equipped with Flint, Flint will stay on the same card zone but still equipped to the monster.
Since it's a normal trap card it is sent to the graveyard after its activation. Unless stated otherwise, the card does not stay on the field....etc- Adhesion trap hole
Michelangelo decided to leave Florence and stay in Bologna for three years.
You can use any card that negates/destroys spell cards to get rid of Swords, and yes, it does stay on the field for 3 turns. Use a Spell or Trap card such as Mystical Space Typhoon.
regular spell cards can be activated only on your turn, quick play spell cards can be set then activated during your opponents or your turn, and spell cards with the infinity sign are treated like regular spell cards but stay on the field until it is destroyed traps cannot be activated from you hand they must first be set then activated on your next turn or your opponents turn knowing when to activate these spell or trap cards is tricky you have to know when to activate them or they will end up not helping you out at all
Spells can be field spell, quick-play and countinous. An normal one is activated only in main pharses. YOU can choose to set spells down to trick your openment. Quick plays can be activated from your hand, or you can set quick plays down and use them on your openments turn. note that only quick plays can be activiated on others turn. continous are activated, and can stay on the field until one player destroys it. field spells are like continous, except that they go to the field spell section and that only one out of both can be activated. when one field spell is activated, the previous one goes to the grave. traps can be counter and continous. traps ( normal) can be activated when you set them down, at anytime. However, they cannot be activated the turn you set them in. Counters are like a normal trap, except they negate other affects. for example, seven tools of the bandit. Continous traps are like normal traps and continous spells combined. the cannot be activated thhe turn they where set in. but once activated, it stays on the field until destroyed. technically, that is the whole concept of traps and spells!
Firstly, to be clear, Scapegoats is placed on the field when it is activated, remains there until resolution, and then goes to the graveyard when the chain finishes resolving. It does not stay on the field after that. The tokens it summons are totally separate things to the spell card itself. Chaining MST to Scapegoats' activation will in no way affect the resolution, it will resolve no differently to how it usually does.
A selection for strictly towing or hauling if selected or activated the transmission will go into low gear mode and stay in that gear until turned off.
you stay on it for longer
You stay there in the grave ,till the day of judgement.
When you cheat the grave, you stay alive! Maybe you were somehow supposed to die or almost died, but instead of dying, you cheated the grave. You lived!
Yes they stay removed from play, they do not go back in the grave.
The correct spelling is until.Some example sentences are:She plans to stay up until midnight.We will have to wait until the car is repaired.Until you learn how to spell that word, you are not leaving this room.
Check the brakers that are activated by the doors, if one of them is broken then the lghts will stay on forever. Don´t forget trunk compartment light if there is one or the light in the engine bay.
The word "stay" (to stay in a location) is spelled as S-T-A-Y.
to become a vampire you have to stay the nite at the grave yard .......................