Tuesday, May 9, 2023

Help: Quick-Play Spells

This is part of a series of articles on the Yu-Gi-Oh! Trading Card Game, written to assist players participating in the Cup of Greed tournament, hosted by Pod of Greed (the only podcast officially sponsored by KaibaCorp).

 

One of the few major mistakes I saw during Cup of Greed 2022 was ignorance of exactly how Quick-Play Spells work. This is understandable; not only do Quick-Play Spells work differently from any other type of Spell Card, they also have two "modes" - they operate differently depending on if they're in your hand or Set on the field. Let's go over the details.

Image of Mystical Space Typhoon, a Quick-Play Spell.

First, so we're all on the same page, a Quick-Play Spell can be identified by its icon, which resembles a lightning bolt. It's below the card name and above the picture. The "quick" in Quick-Play refers to the fact that they are Spell Speed 2, which means that - like a Trap Card - they can be activated in response to game actions. Check the rulebook for more details. Nonetheless, there are limitations as to when a Quick-Play Spell can be activated, and those limitations differ depending on if the Quick-Play is in your hand or on the field.

In your hand

During your turn, and only during your turn, a Quick-Play Spell in your hand can be activated at any time. Here are two examples involving Jain, Lightsworn Paladin, Mystical Space Typhoon, and Skill Drain:

Image of Jain, MST, and Skill Drain
  1. I have Jain, Lightsworn Paladin (1800 ATK) on the field and MST in my hand. My opponent has Axe Dragonute (2000 ATK) in Attack Position and a face-down card. I attack Axe Dragonute with Jain, since she gains 300 ATK while attacking. My opponent activates their face-down Skill Drain, which negates the effects of face-up monsters. I respond by activating MST from my hand, destroying Skill Drain. Jain's effect is not negated, and she destroys Axe Dragonute.
  2. It is my opponent's turn. I have Jain on the field, and my opponent has one face-down card. They activate Card Destruction, so we both discard our hands and draw new cards. One of the cards I draw is Mystical Space Typhoon. My opponent normal summons Fusilier Dragon, the Dual-Mode Beast without Tributes, by halving its ATK. They then activate their face-down Skill Drain to negate the effects of all face-up monsters and return Fusilier Dragon's ATK to its original value (2800 ATK). Since it is my opponent's turn, I cannot activate Mystical Space Typhoon from my hand in response. Fusilier Dragon attacks and destroys Jain.

Image of Axe Dragonute, Card Destruction, and Fusilier Dragon.

 

Set on the field

Once you Set a Quick-play Spell on the field, it behaves exactly like a Trap. That means you can activate it whenever you like, on your opponent's turn or your own, but you cannot activate it the same turn you Set it.

Here are two examples. In both, I have Cybernetic Cyclopean and Book of Moon in my hand, and my opponent has a face-down Mirror Force. This could play out two different ways:

  1. I normal summon Cybernetic Cyclopean and attack my opponent directly with it. They activate their face-down Mirror Force, and I respond by chaining Book of Moon, flipping Cyclopean face-down. Since Mirror Force only destroys face-up Attack Position monsters, Cybernetic Cyclopean is not destroyed.
  2. I normal summon Cybernetic Cyclopean and set Book of Moon. Since I have no cards in my hand, Cybernetic Cyclopean's ATK increases by 1000. I attack my opponent directly with it, and they activate their face-down Mirror Force. Since I set Book of Moon this turn, I cannot activate it in response. Cybernetic Cyclopean is destroyed.

Other kinds of Spells

Strangely, every other kind of Spell can be activated the same turn it's Set. Like this:

Image of Maha Vailo, Mage Power, and RotA.

  • I have Maha Vailo, Mage Power, and Reinforcement of the Army in my hand. My opponent has Blue-Eyes White Dragon (3000 ATK) on the field. I normal summon Maha Vailo (1550 ATK), equip it with Mage Power, and set RotA. Mage Power gives Maha Vailo 500 ATK for each of my Spells/Traps (500 x 2 = 1000), and Maha Vailo gains 500 ATK for every Equip Card equipped to it (1550 + 1000 + 500 = 3050). Maha Vailo attacks and destroys BEWD. Then, in Main Phase 2, I activate the Reinforcement of the Army I just set, to add a Warrior from my deck to my hand. Since RotA is a Normal Spell, I can activate it the same turn I set it.


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