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The cards text clearly says: "When this card is removedfrom the field, destroy the monster." If for any reason Call of the Haunted is removed from the field, even to your hand, the monster it brought back will be destroyed.

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Q: When call of the haunted is sent from the field to your hand by giant trunade is the monster equipped to it destroyed?
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Why is Monster Reborn a banned card in Yu-Gi-Oh?

Monster Reborn is a "broken" card in Yu-Gi-Oh! because of its ability to Special Summon any monster card in either player's Graveyard at virtually no cost.Before current Forbbiden/Limited card lists, Monster Reborn was considered better than Call of the Haunted or Premature Burial because it was an unfair balance of give and take, while Call of the Haunted, and Premature Burial came with a cost (Call of the Haunted had to be Set and then activated the next turn and was vunerable to Spell/Trap destruction cards and cards such as Jinzo and Royal Decree; Premature Burial, although could be activated immediately, still required a cost of 800 Life Points, and was also vunerable to Spell/Trap destruction cards).However, players started to abuse the return effect of Giant Trunade and were able to reuse the effect of cards such as Call of the Haunted, Premature Burial, and Swords of Revealing Light over and over again (which resulted in the Limiting of Giant Trunade). Another advantage that influenced the banning of Call of the Haunted was its ability to activate even on the opponent's turn. Monster Reborn could not do that. Later, when the new Forbbiden/Limited card list came out, Monster Reborn was switched with Call of the Haunted on the Forbidden section. And the list after that placed Premature Burial right next to Call of the Haunted in the Forbidden list, and Magician of Faith was put there as well to avoid abuse of the newly released Monster Reborn.Premature Burial was deemed even more abused than Call of the Haunted. Along with Giant Trunade, the newly released Hidden Armory, foreshadowed continued abusive play with Premature Burial which earned it a place on the Forbidden list.As of the October 2010 Forbidden/Limited Card List, both Monster Reborn and Call of the Haunted are now Limited, with Premature Burial still Forbidden.


How can Toon World leave your field without your Toon monsters being destroyed in Yu-Gi-Oh?

Toon monsters will destroy themselves if Toon World is destroyed too. Because Toon World must be destroyed, if it leaves the field in any other way, ie, returned to hand through Giant Trunade, then the toons will remain on the field.


Can you put a card in play back into your hand in Yu-Gi-Oh?

Only if an effect lets you, or tells you to, such as 'Honest' or 'Giant Trunade'.


How come people stop running swords of revealing light in their decks?

People never really completely stopped adding Swords of Revealing Light to their Decks. It is considered a "staple" if a player also owns Giant Trunade and Call of the Haunted. Swords of Revealing Light is a very important asset to Stall Decks as it can provide much-needed "stalling" if a player cannot Draw the signature permanent stall cards such as Gravity Bind and Level Limit - Area B.


Can stardust dragon destroy any spell or trap?

Only those that specifically say they destroy a card(s) on the field. Stardust can negate cards such as Mirror Force, Heavy Storm, Bottomless Trap Hole, Crush Card Virus (if it would destroy at least one monster), Mystical Space Typhoon, .... It can't negate cards such as Giant Trunade, Compulsory Evacuation Device, Dimensional Prison, D.D. Assailant, Reinforcements of the Army, ...


Which cards are there in Yu-Gi-Oh joey's starter deck?

SDJ-001 - Red-Eyes B. Dragon Monster Dark Dragon 7 2400 2000 Ultra Rare A ferocious dragon with a deadly attack. SDJ-002 - Swordsman of Landstar Monster Earth Warrior 3 500 1200 Common An amateur with a sword, this fairy warrior relies on its mysterious powers. SDJ-003 - Baby Dragon Monster Wind Dragon 3 1200 700 Common Much more than just a child, this dragon is gifted with untapped power. SDJ-004 - Spirit of the Harp Monster Light Fairy 4 800 2000 Common A spirit that soothes the soul with the music of its heavenly harp. SDJ-005 - Island Turtle Monster Water Aqua 4 1100 2000 Common A huge turtle that is often mistaken for an island. SDJ-006 - Flame Manipulator Monster Fire Spellcaster 3 900 1000 Common This Spellcaster attacks enemies with fire-related spells such as "Sea of Flames" and "Wall of Fire". SDJ-007 - Masaki the Legendary Swordsman Monster Earth Warrior 4 1100 1100 Common Legendary swordmaster Masaki is a veteran of over 100 battles. SDJ-008 - 7 Colored Fish Monster Water Fish 4 1800 800 Common A rare rainbow fish that has never been caught by mortal man. SDJ-009 - Armored Lizard Monster Earth Reptile 4 1500 1200 Common A lizard with a very though hide and a vicious bite. SDJ-010 - Darkfire Soldier #1 Monster Fire Pyro 4 1700 1150 Common An explosive expert from a special elite force. SDJ-011 - Harpie's Brother Monster Wind Winged Beast 4 1800 600 Common With eyes like a hawk and a flying speed exceeding Mach 5, this monster is a master of the sky. SDJ-012 - Gearfried the Iron Knight Effect Monster Earth Warrior/Effect 4 1800 1600 Common Any Equip Card this card is equipped with is automatically destroyed. SDJ-013 - Karate Man Effect Monster Earth Warrior/Effect 3 1000 1000 Common Once per turn, the original ATK of this card can be doubled. When this effect is applied, the card is immediately destroyed at the end of the turn. SDJ-014 - Milus Radiant Effect Monster Earth Beast/Effect 1 300 250 Common As long as this card remains face-up on the Field, increase the ATK of all Earth monsters by 500 points and decreases the ATK of all Wind monsters by 400 points. SDJ-015 - Time Wizard Effect Monster Light Spellcaster 2 500 400 Common Toss a coin and call Heads or Tails. If you call it right, your opponent's monsters on the Field are destroyed. If you call it wrong, your own monsters on the Field are destroyed and you lose Life Points equal to half the total ATK of the destroyed monsters. This card can be used only during your own turn, once per turn. SDJ-016 - Maha Vailo Effect Monster Light Spellcaster 4 1550 1400 Common In addition to the effects of Equipment Cards, the ATK of this monster is increased by 500 points for each card equipped to this monster. SDJ-017 - Magician of Faith Effect Monster Light Spellcaster 1 300 400 Common FLIP: Select 1 Magic Card from your Graveyard and return it to your hand. SDJ-018 - Big Eye Effect Monster Dark Fiend 4 1200 1000 Common FLIP: See the 5 cards from the top of your deck, arrange them in the order desired, and replace them on top of your deck. SDJ-019 - Sangan Effect Monster Dark Fiend 3 1000 600 Common When this card is sent from the Field to the Graveyard, move 1 monster with an ATK of 1500 or less from your Deck to your hand. Your deck is then shuffled. SDJ-020 - Princess of Tsurugi Effect Monster Wind Warrior 3 900 700 Common FLIP: Inflicts 500 points of Direct Damage to your opponent's Life Points for each Magic and Trap Card your opponent has on the Field. SDJ-021 - White Magical Hat Effect Monster Light Spellcaster 3 1000 700 Common When this card inflicts damage to your opponent's Life Points, 1 card must be discarded randomly from your opponent's Hand to the Graveyard. SDJ-022 - Penguin Soldier Effect Monster Water Aqua 2 750 500 Super Rare FLIP: You can return up to 2 Monster Cards from the field to the owner's hand. SDJ-023 - Thousand Dragon Fusion Monster Wind Dragon 7 2400 2000 Common Time Wizard" + "Baby Dragon SDJ-024 - Flame Swordsman Fusion Monster Fire Warrior 5 1800 1600 Common Flame Manipulator" + "Masaki the Legendary Swordsman SDJ-025 - Malevolent Nuzzler Magic n/a Equip n/a n/a n/a Common A monster equipped with this card increases its ATK by 700 points. When this card is sent from the Field to the Graveyard, you can pay 500 Life Points to place it on top of your Deck. SDJ-026 - Dark Hole Magic n/a Normal n/a n/a n/a Common Destroys all monsters on the field. SDJ-027 - Dian Keto the Cure Master Magic n/a Normal n/a n/a n/a Common Increase your Life Points by 1000 points. SDJ-028 - Fissure Magic n/a Normal n/a n/a n/a Common Destroys 1 face-up monster with the lowest attack. SDJ-029 - De-Spell Magic n/a Normal n/a n/a n/a Common Destroys 1 Magic Card on the field. If this card's target is face-down, turn it face-up. If the card is a Magic Card, it is destroyed. If not, it is returned to its face-down position. The flipped card is not activated. SDJ-030 - Change of Heart Magic n/a Normal n/a n/a n/a Common Select and control 1 opposing monster (regardless of position) on the field until the end of your turn. SDJ-031 - Block Attack Magic n/a Normal n/a n/a n/a Common Select 1 of your opponent's monsters and shift it to Defense Position. SDJ-032 - Giant Trunade Magic n/a Normal n/a n/a n/a Common Return all Magic and Trap Cards on the Field to their respective owner's hands. SDJ-033 - The Reliable Guardian Magic n/a Quick Play n/a n/a n/a Common Increase 1 monster's DEF by 700 points during the turn this card is activated. SDJ-034 - Remove Trap Magic n/a Normal n/a n/a n/a Common Destroys 1 face-up Trap Card on the field. SDJ-035 - Monster Reborn Magic n/a Normal n/a n/a n/a Common Select 1 Monster Card from either your opponent's or your own graveyard and place it on the field under your control in Attack or Defense Position (face-up). This is considered a Special Summon. SDJ-036 - Polymerization Magic n/a Normal n/a n/a n/a Common Fuses 2 or more monsters to form a new Fusion Monster. SDJ-037 - Mountain Magic n/a Field n/a n/a n/a Common Increases the ATK and DEF of all Dragon, Winged Beast, and Thunder-Type monsters by 200 points. SDJ-038 - Dragon Treasure Magic n/a Equip n/a n/a n/a Common A Dragon-Type monster equipped with this card increases its ATK and DEF by 300 points. SDJ-039 - Eternal Rest Magic n/a Normal n/a n/a n/a Common Destroy all monsters equipped with Equip Cards. SDJ-040 - Shield & Sword Magic n/a Normal n/a n/a n/a Common For 1 turn, each face-up monster's original ATK becomes their original DEF and vice-versa. Any additions or subtractions to ATK and/or DEF due to card effects are applied to the new ATK and DEF. Monsters summoned after this card's activation are excluded. SDJ-041 - Scapegoat Magic n/a Quick Play n/a n/a n/a Super Rare When this card is activated, you cannot summon any monster in the same turn (including Flip Summon and Special Summon). Place 4 "Sheep Tokens" (Beast-Type/EARTH/1 Star/ATK 0/DEF 0) in Defense Position on your side of the field. The tokens cannot be used as a Tribute for a Tribute Summon. SDJ-042 - Just Desserts Trap n/a Normal n/a n/a n/a Common Inflict 500 points of Direct Damage to your opponent's Life Points for each monster your opponent has on the field. SDJ-043 - Trap Hole Trap n/a Normal n/a n/a n/a Common If the ATK of a monster summoned by your opponent (excluding Special Summon) is 1000 or more, the monster is destroyed. SDJ-044 - Reinforcements Trap n/a Normal n/a n/a n/a Common Increase 1 selected monster's ATK by 500 points during the turn this card is activated. SDJ-045 - Castle Walls Trap n/a Normal n/a n/a n/a Common Increase a selected monster's DEF by 500 points during the turn this card is activated. SDJ-046 - Waboku Trap n/a Normal n/a n/a n/a Common Any damage inflicted by an opponent's monster is decreased to 0 during the turn this card is activated. SDJ-047 - Ultimate Offering Trap n/a Continuous n/a n/a n/a Common At the cost of 500 Life Points per monster, a player is allowed an extra Normal Summon, Tribute Summon, or Set. SDJ-048 - Seven Tools of the Bandit Trap n/a Counter n/a n/a n/a Common Pay 1000 of your Life Points to negate the activation of a Magic Card and destroy it. SDJ-049 - Fake Trap Trap n/a Normal n/a n/a n/a Common When your opponent uses a Magic, Trap, or Effect Monster Card to destroy your Trap Card(s), this card can be destroyed as a substitute for your Trap Cards(s). SDJ-050 - Reverse Trap Trap n/a Normal n/a n/a n/a Common All increases and decreases to ATK and DEF are reversed for the turn in which this card is activated. SDJ-001 - Red-Eyes B. Dragon Monster Dark Dragon 7 2400 2000 Ultra Rare A ferocious dragon with a deadly attack. SDJ-002 - Swordsman of Landstar Monster Earth Warrior 3 500 1200 Common An amateur with a sword, this fairy warrior relies on its mysterious powers. SDJ-003 - Baby Dragon Monster Wind Dragon 3 1200 700 Common Much more than just a child, this dragon is gifted with untapped power. SDJ-004 - Spirit of the Harp Monster Light Fairy 4 800 2000 Common A spirit that soothes the soul with the music of its heavenly harp. SDJ-005 - Island Turtle Monster Water Aqua 4 1100 2000 Common A huge turtle that is often mistaken for an island. SDJ-006 - Flame Manipulator Monster Fire Spellcaster 3 900 1000 Common This Spellcaster attacks enemies with fire-related spells such as "Sea of Flames" and "Wall of Fire". SDJ-007 - Masaki the Legendary Swordsman Monster Earth Warrior 4 1100 1100 Common Legendary swordmaster Masaki is a veteran of over 100 battles. SDJ-008 - 7 Colored Fish Monster Water Fish 4 1800 800 Common A rare rainbow fish that has never been caught by mortal man. SDJ-009 - Armored Lizard Monster Earth Reptile 4 1500 1200 Common A lizard with a very though hide and a vicious bite. SDJ-010 - Darkfire Soldier #1 Monster Fire Pyro 4 1700 1150 Common An explosive expert from a special elite force. SDJ-011 - Harpie's Brother Monster Wind Winged Beast 4 1800 600 Common With eyes like a hawk and a flying speed exceeding Mach 5, this monster is a master of the sky. SDJ-012 - Gearfried the Iron Knight Effect Monster Earth Warrior/Effect 4 1800 1600 Common Any Equip Card this card is equipped with is automatically destroyed. SDJ-013 - Karate Man Effect Monster Earth Warrior/Effect 3 1000 1000 Common Once per turn, the original ATK of this card can be doubled. When this effect is applied, the card is immediately destroyed at the end of the turn. SDJ-014 - Milus Radiant Effect Monster Earth Beast/Effect 1 300 250 Common As long as this card remains face-up on the Field, increase the ATK of all Earth monsters by 500 points and decreases the ATK of all Wind monsters by 400 points. SDJ-015 - Time Wizard Effect Monster Light Spellcaster 2 500 400 Common Toss a coin and call Heads or Tails. If you call it right, your opponent's monsters on the Field are destroyed. If you call it wrong, your own monsters on the Field are destroyed and you lose Life Points equal to half the total ATK of the destroyed monsters. This card can be used only during your own turn, once per turn. SDJ-016 - Maha Vailo Effect Monster Light Spellcaster 4 1550 1400 Common In addition to the effects of Equipment Cards, the ATK of this monster is increased by 500 points for each card equipped to this monster. SDJ-017 - Magician of Faith Effect Monster Light Spellcaster 1 300 400 Common FLIP: Select 1 Magic Card from your Graveyard and return it to your hand. SDJ-018 - Big Eye Effect Monster Dark Fiend 4 1200 1000 Common FLIP: See the 5 cards from the top of your deck, arrange them in the order desired, and replace them on top of your deck. SDJ-019 - Sangan Effect Monster Dark Fiend 3 1000 600 Common When this card is sent from the Field to the Graveyard, move 1 monster with an ATK of 1500 or less from your Deck to your hand. Your deck is then shuffled. SDJ-020 - Princess of Tsurugi Effect Monster Wind Warrior 3 900 700 Common FLIP: Inflicts 500 points of Direct Damage to your opponent's Life Points for each Magic and Trap Card your opponent has on the Field. SDJ-021 - White Magical Hat Effect Monster Light Spellcaster 3 1000 700 Common When this card inflicts damage to your opponent's Life Points, 1 card must be discarded randomly from your opponent's Hand to the Graveyard. SDJ-022 - Penguin Soldier Effect Monster Water Aqua 2 750 500 Super Rare FLIP: You can return up to 2 Monster Cards from the field to the owner's hand. SDJ-023 - Thousand Dragon Fusion Monster Wind Dragon 7 2400 2000 Common Time Wizard" + "Baby Dragon SDJ-024 - Flame Swordsman Fusion Monster Fire Warrior 5 1800 1600 Common Flame Manipulator" + "Masaki the Legendary Swordsman SDJ-025 - Malevolent Nuzzler Magic n/a Equip n/a n/a n/a Common A monster equipped with this card increases its ATK by 700 points. When this card is sent from the Field to the Graveyard, you can pay 500 Life Points to place it on top of your Deck. SDJ-026 - Dark Hole Magic n/a Normal n/a n/a n/a Common Destroys all monsters on the field. SDJ-027 - Dian Keto the Cure Master Magic n/a Normal n/a n/a n/a Common Increase your Life Points by 1000 points. SDJ-028 - Fissure Magic n/a Normal n/a n/a n/a Common Destroys 1 face-up monster with the lowest attack. SDJ-029 - De-Spell Magic n/a Normal n/a n/a n/a Common Destroys 1 Magic Card on the field. If this card's target is face-down, turn it face-up. If the card is a Magic Card, it is destroyed. If not, it is returned to its face-down position. The flipped card is not activated. SDJ-030 - Change of Heart Magic n/a Normal n/a n/a n/a Common Select and control 1 opposing monster (regardless of position) on the field until the end of your turn. SDJ-031 - Block Attack Magic n/a Normal n/a n/a n/a Common Select 1 of your opponent's monsters and shift it to Defense Position. SDJ-032 - Giant Trunade Magic n/a Normal n/a n/a n/a Common Return all Magic and Trap Cards on the Field to their respective owner's hands. SDJ-033 - The Reliable Guardian Magic n/a Quick Play n/a n/a n/a Common Increase 1 monster's DEF by 700 points during the turn this card is activated. SDJ-034 - Remove Trap Magic n/a Normal n/a n/a n/a Common Destroys 1 face-up Trap Card on the field. SDJ-035 - Monster Reborn Magic n/a Normal n/a n/a n/a Common Select 1 Monster Card from either your opponent's or your own graveyard and place it on the field under your control in Attack or Defense Position (face-up). This is considered a Special Summon. SDJ-036 - Polymerization Magic n/a Normal n/a n/a n/a Common Fuses 2 or more monsters to form a new Fusion Monster. SDJ-037 - Mountain Magic n/a Field n/a n/a n/a Common Increases the ATK and DEF of all Dragon, Winged Beast, and Thunder-Type monsters by 200 points. SDJ-038 - Dragon Treasure Magic n/a Equip n/a n/a n/a Common A Dragon-Type monster equipped with this card increases its ATK and DEF by 300 points. SDJ-039 - Eternal Rest Magic n/a Normal n/a n/a n/a Common Destroy all monsters equipped with Equip Cards. SDJ-040 - Shield & Sword Magic n/a Normal n/a n/a n/a Common For 1 turn, each face-up monster's original ATK becomes their original DEF and vice-versa. Any additions or subtractions to ATK and/or DEF due to card effects are applied to the new ATK and DEF. Monsters summoned after this card's activation are excluded. SDJ-041 - Scapegoat Magic n/a Quick Play n/a n/a n/a Super Rare When this card is activated, you cannot summon any monster in the same turn (including Flip Summon and Special Summon). Place 4 "Sheep Tokens" (Beast-Type/EARTH/1 Star/ATK 0/DEF 0) in Defense Position on your side of the field. The tokens cannot be used as a Tribute for a Tribute Summon. SDJ-042 - Just Desserts Trap n/a Normal n/a n/a n/a Common Inflict 500 points of Direct Damage to your opponent's Life Points for each monster your opponent has on the field. SDJ-043 - Trap Hole Trap n/a Normal n/a n/a n/a Common If the ATK of a monster summoned by your opponent (excluding Special Summon) is 1000 or more, the monster is destroyed. SDJ-044 - Reinforcements Trap n/a Normal n/a n/a n/a Common Increase 1 selected monster's ATK by 500 points during the turn this card is activated. SDJ-045 - Castle Walls Trap n/a Normal n/a n/a n/a Common Increase a selected monster's DEF by 500 points during the turn this card is activated. SDJ-046 - Waboku Trap n/a Normal n/a n/a n/a Common Any damage inflicted by an opponent's monster is decreased to 0 during the turn this card is activated. SDJ-047 - Ultimate Offering Trap n/a Continuous n/a n/a n/a Common At the cost of 500 Life Points per monster, a player is allowed an extra Normal Summon, Tribute Summon, or Set. SDJ-048 - Seven Tools of the Bandit Trap n/a Counter n/a n/a n/a Common Pay 1000 of your Life Points to negate the activation of a Magic Card and destroy it. SDJ-049 - Fake Trap Trap n/a Normal n/a n/a n/a Common When your opponent uses a Magic, Trap, or Effect Monster Card to destroy your Trap Card(s), this card can be destroyed as a substitute for your Trap Cards(s). SDJ-050 - Reverse Trap Trap n/a Normal n/a n/a n/a Common All increases and decreases to ATK and DEF are reversed for the turn in which this card is activated.


Can 'Swords of Revealing Light' be used again if it is returned to one's hand before it is used up?

yea because you get it back to your hand you can play it aagain like if you played it and the next person play gaint trunade it go's back you and you can play it again


What Yu-Gi-Oh card sends cards from your deck to the graveyard but adds one Spell card from those cards sent to your hand?

Giant trunade. It is a spell or a magic that will return all spell and trap cards or all the magic or trap cards on the field


How many cards do you play in 1 turn of Yugioh?

There is no hard limit. You can perform one Normal Summon or Set, as many special summons, and activate as many spell or trap cards as you can, keeping in mind the zone restrictions. Apart from that, there is no actual limit, and one deck abused that to the max. The "Tunde's Trunado" deck spent 11 minutes on its first turn. It would play continuous spells to add counters to Royal Magical Library, draw cards from that, bounce the continuous spells back to hand with Giant Trunade, play them again for more card draw, recycle Giant Trunade over and over by various means. Then it would win in the oppoenent's draw step with Life Equalizer and Blasting the Ruins.


What happens if you activate Gravelstorm to target a Trap card that you activated in Yu-Gi-Oh?

Nothing. Normal Spells or Traps, Quickplay Spells and Counter Traps, cannot be returned from field to hand once activated, there's no way to reuse them repeatedly in this way.If a player activated Giant Trunade, any of the above spells or traps chained to it will not be returned to hand when it resolves. They will go to the graveyard when the chain finishes resolving as normal. Very important also to consider, it is the reason why Giant Trunade does not return itself to hand on resolution.The same applies to Gravelstorm, you can't activate one of the above cards, try to chain Gravelstorm to get it back to your hand, so you can get its effect once more. Gravelstorm simply can't be activated in this case.


If you flip summon fiber jar and you chain book of moon would the activated book of moon gets shuffle into the deck when fiber jar resolve?

No. Activated non-continuous spells cannot be returned to hand or deck by effects like that. When you activate Giant Trunade for example, it does not get returned to hand even though it is on the field at the time. With Book of Moon, it will resolve, then Fiber Jar's effect will resolve, then Book of Moon will go to the graveyard.


What is the Best horus deck?

2 Horus the Black Flame Dragon Lv 8- you can take one out to prevent some dead draw 3 Horus the Black Flame Dragon Lv 6 3 Red eyes Darkness Metal Dragons 2 Prime Material Dragons 3 red eyes wyvern Subscribe to me on youtube/youryugiohchannel 2 Drago-not the tuner 3 Masked Dragons 2 Totem Dragons 1 exploder dragon SPELLS 3 Book of moon 3 Enemy controller-or shrink if you prefer 3 forbidden chalice 1 Future Fusion 1 Monster Reborn 1 Lighting Vortex 1 Heavy Storm 1 Giant trunade 1 Brain control TRAPS 1 Mirror Force 3 Royal Decree 40 cards total