No.
Yes you can because Heavy Storm Does Not Negate Spell Or Traps Activation.....and hes a Spell Speed 1 ....Enemy Controller is faster hes a Spell Speed 2 Wich Heavy Storm destroys it but Enemy Controllers effect isnt Negate so Enemy Controller effect Still Appplies !
No you cannot. Even if you set cards on your oppoent's turn, the rule for Traps is that they can only be activated during the turn after they are set. Once your turn rolls around you activate your new set card.
A two-footed tackle is considered a foul in American football. It is risky because it involves one player lunging into their opponent and having both feet hit just below the other player's knees, usually causing injuries.
This is how you play the Yu-Gi-Oh TCG [Trading Card Game] First each duelist (player) begins with a deck that contains at least 40 cards or more there is no limit on how many cards you can have in your deck. Both player's LP Life Points are set at 8000 or what ever they chose them to be. The beginning of LP must be the same. At the beginning all duelists begin by drawing their starting 5 cards. The first 5 cards you draw is considered the beginning hand. The first duelist who draws may summon or set a monster, summon is when you put your monster card in Face-Up Attack Mode, set is considered Face-Down Defense mode. In the show of Yu-Gi-Oh duelists are allowed to put their monster in Face-Up Defense mode. In the Yu-Gi-Oh rule book that is NOT allowed. It must be either Face-Up attack mode or Face-Down Defense mode. After the one who begins the turn summons or set a monster he/she can set as many Spells[Magic] or Trap Cards as he/she desires. But the one who begins the turn cannot attack this turn. Then the second player can begin his/her move. Same thing applies for summoning or setting monsters on the monster/ trap card zone. However the one who goes second may attack on his/her turn. Attacking monsters determine by their Points. Monster ATK Mode VS Monster ATK Mode the result is their attack points the one with the Higher ATK points win. And the difference will come out of their Life Points of who lost their monster. After the monster was destroyed it goes to the graveyard (most of the time). This won't apply to monsters like D.D. Warrior Lady. Some monsters have the ability to send the weaker monster out of play. Out of play is when they are removed from the game unless the duelist has a card that allows them to be back in the game this includes the graveyard. Monster ATK Mode VS Monster DEF Mode the monster with the higher points win. The Monster who is in Defense mode won't make its owner loose Life Points . This won't count unless they were monsters like Spear Dragon, Mad Sword Beast, or any other monsters like a built on Fairy Meteor Crush effect. These monsters have a special ability when they attack monsters who are in defense mode but their attack points are higher than the Defending monster DEF points they will loose the difference. You haven't already know this or realized this that in the beginning of Duel Monsters (Yu-Gi-Oh TCG) that the green cards were once called Magic Cards but now they are known as Spell Cards. If a card is Green its either a Magic Card/ Spell card but in reality its the same type of card. Difference Type of Cards: NORMAL Monster Cards - monsters with no effect EFFECT Monster Cards - monsters that have special abilities (mostly when face-up) or in the graveyard RITUAL Monster Cards - monster cards that require a special Ritual Summoning Spell card to be summoned. FUSION Monster Cards - monsters that need to be fused together with the Spell Card Polymerization/ Fusion Gate/ Cybernetic Fusion/ Miracle Fusion e.t.c NORMAL Spell Cards - these type of cards have no absolute symbol on them and can only be activated during your turn. Unless a card says other wise. QUICK PLAY Spell Cards - these Spell Cards can be activated even during your opponent's turn but if you set them this turn you CANNOT activate them. Unless you can bring them back with an effect of a card such as Giant Trunade. CONTINUOUS Spell Cards - these cards have a sideways 8 symbol , they are destroyed until your opponent destroy them like Mystical Space Typhoon or Dust Tornado. FIELD Spell Cards - these are only Spell Cards and affect both players monsters. These type of cards will either INCREASE or DECREASE monsters ATK/DEF points. Once a NEW Field Spell Card is activated the current one will go straight to the graveyard immediately. NORMAL Trap Cards - Trap cards are normally activated when its your opponent's turn such as MIRROR FORCE. 99.99% of the time they will vanish after they are activated and their effects are resolved. COUNTER Trap Cards - these are cards that have an arrow on them and are much faster than Normal Trap Cards. CONTINUOUS Trap Cards - like CONTINUES Spell Cards they last until they are destroyed. This covers all of the cards. Now for other rules of the game. If you want to summon Monsters their are different requirements for summoning monsters. If you want to summon High level that are 5 or more stars you'll need to offer tribute. This is when you offer monsters for summoning other monsters. Monsters LV 1-4 stars don't require a tribute Monsters LV 5-6 require 1 tribute Monsters LV 7+ require 2 tributes Some monsters may have a effect that you can tribute 3 monsters. example: you can tribute 3 monsters to summon this card, this card gains 2000 attack. Level and LV monsters There is a difference between them. LV is a monster that require the same name but a lower LV number Example: Armed Dragon LV 3, Armed Dragon LV 5, Armed Dragon LV7, Armed Dragon LV10. If you want to summon Armed Dragon LV 7 you'll need to tribute offer Armed Dragon LV5 to summon it. Same with Armed Dragon LV10. Level Monster [8] : ******** these are where you need to offer 2 monsters. Decoy Dragon effect most people are confused about the Level part. Decoy on reffers to Dragon type monsters like Blue-eyes White Dragon. If you think it is reffering to LV monsters like the Armed Dragon's you are very wrong. That is because it clearly states " This card cannot be Normal Summoned or Set. This card cannot be SPECIAL SUMMONED EXCEPT by the effect of "Armed Dragon LV5". If Decoy Dragon effect was reffering to LV monsters it would say LV instead of level. Now that, that is all cleared up no need to be confused anymore. Different Summoning Styles 1: Normal Summon - once during each of your turns you can only NORMAL summon 1 normal summon per a turn. Don't be confused between NORMAL MONSTER and NORMAL SUMMON. A Normal Summon also counts as a Normal Set. 2: Special Summon - these don't count as your Normal Summon during a turn. You MAY Special Summon as many monsters as you want until your entire 5 Monster Zone. CHAINS A Chain is when 2+ or more Spell/Trap cards are being activated and the opponent is using his/her cards as well. Example: Your Spell/Trap Cards that you will be using Giant Turnade [NORMAL Spell] Emergency Provisons [QUICK Play-Spell] Seven Tools Of The Bandit [COUNTER Trap] Oppoent: Magic Jammer [COUNTER Trap] how this will play out: You activate Giant Trunade and counter it with Emergency Provisons [CHAIN 1]. Your opponent Chains it with Magic Jammer [CHAIN 2]. Then you activate Seven Tools Of The Bandit [CHAIN 3]. How Do You Solve this 3 Chain? You Go backwards. ANSWER: Your Seven Tools Of The Bandit negates your opponents Magic Jammer. Then Emergency Provisions will go back to its effect and end of an example of a Chain. Things to know when you use - Seven Tools Of The Bandit - Magic Jammer You don't get a refund on its effect. Once you activate it their cost applies first. Negating its effect doesn't effect the cost for its effect. Happy Fun Dueling! ------------------------------------------------------------------------------------ TIPS For Easy Duel Victory 1: Don Zaloog - use the effect of -1 card in your opponent's hand. 2: White Magical Hat - use the effect of -1 card in your opponent's hand 3: Go SECOND in a duel EVERYTIME 4: Spirit Reaper - cannot be destroyed as a result of battle & -1 card in your opponent's hand 5: Cliff The Trap Remover - destroy 1 Spell/Trap card on your opponent's zone 6: Toon Gemini Elf - you don't need Toon World for this card and counts as a Normal Summon 7: Gorg - The Dark Scorpion 8: Cyber Dragon - no monsters special summon ATK 2100 9: The Fiend MegaCyber 10: Gilasaurus 11: D.D. Warrior Lady By using the effect of -1 card in your opponent's hand will help you out more than -2 top cards of your opponent's deck. it is so because once your opponent runs out of cards in there hand he/she will no cards to protect him/her with and will take massive damage a turn. as well as only drawing 1 card. A draw phase will probably force them to use it and make them go back to have to defense what so ever. The effect of Cyber Dragon if your opponent summons a monster and when its your turn and you draw it, you can automatically summon it with out a tribute. The same with Fiend Megacyber, difference is your opponent needs 2 monsters. D.D. Warrior Lady even if she was attacked and would normally be sent to the graveyard, you might as well use the effect of removing her and the attacking monster from the game and taking this to your advantage. If you go second in a duel you are the first one to attack.
Jinzo is a powerful card. His text reads: Trap Cards cannot be activated. The effects of all face-up Trap Cards are negated.When he is summoned, either by Tribute Summoning or Special Summoning, the instant he is face-up on the field no Traps work or can be activated. No, he doesn't destroy Trap cards, but any face-down Trap cards cannot be flipped to activate their effect. So if you were planning on activating Trap Hole or Torrential Tribute when Jinzo is summoned, it will not be able to activate.If either player has a face-up Trap card, it is negated as well. For example, let's say the oppoent has Solemn Wishes face-up on the field. Whenever they darw a card, they gain 500 LP. Now with Jinzo on the field, when they draw a card, Solemn Wishes will not activate and he/she will not gain 500 LP. An important thing to remember is that Jinzo's Trap-negation applies to both players, so your Traps are inactive and negated too!As a rule of thumb we can say that when Jinzo hits the field, Traps are done for, but in reality there are a few ways to get around Jinzo. If Jinzo is removed from the field (returned to hand, sent to Graveyard, etc.) or flipped face-down, Traps can start working again. If any Trap card like Threatening Roar is activated before Jinzo is summoned, Threatening Roar will still prevent the opposing player from declaring an attack.One other thing to note is that when Jinzo is summoned, certain Counter-Trap cards can stop him. The most notable ones are Solemn Judgement and Forced Back. When a monster gets summoned, those particualar cards will negate the summon of the monster. Think of it like this: if you Tribute Summon Jinzo and your opponent activates Forced Back, Jinzo's Trap-negation effect never gets a chance to take effect and he gets return to your hand.
FIRST - DO NOT ACCEPT MEDICAL ADVICE ON THE INTERNET, ALWAYS CONSULT A PROFESSIONAL MEDICAL DOCTOR. COMMON SOCCER INJURIES - (1) Fracture, or the breaking or partial breaking of bone, caused by force exceeding the force a bone may endure. (2) Laceration & Abrasion, caused by friction with an oppoent or equipment. (3) Concussion from severe force to the head. (4) Contusion from severe force to blood vessels. (5) Cramps from overuse of muscle. RARE SOCCER INJURIES - (1) Death and Serious Injury can occur from playing soccer. Heart attacks, Strokes, TIA, and other cardiac and nurological injuries may occur from the over use of body systems. Most common from goal collapse. (2) Dehydration may occur from lack of fluid consumption. (3) Hypoxia may occur from lack of respiration. (4) Syncope may occur from over use of body systems. This is not a complete list but should surfice. Others, please add more as the thoughts arrive.