Branded Illusion Chimera Mirror YuGiOh Feature Match Post Duelist Nexus

แชร์
ฝัง
  • เผยแพร่เมื่อ 22 ต.ค. 2024

ความคิดเห็น • 5

  • @atimarin2284
    @atimarin2284 ปีที่แล้ว +2

    You can't pass priority on Mirrorjade blow up field effect, its mandatory effect since you resolved it earlier. You can choose the order, but if the other player does not want to chain their quick effects, they don't have to. You NEED to resolve it, and then they can use theirs after. Not that it probably mattered, but they should have been able to keep the body of berfomet on the field.

    • @fernandovillalobos
      @fernandovillalobos ปีที่แล้ว +2

      That Mirrorjade shouldn't even exist as the player in turn didn't send Albaz when he activated Branded Fusion.

    • @atimarin2284
      @atimarin2284 ปีที่แล้ว +1

      @@fernandovillalobos Oh wait true hahaha. If he was only playing 1 and it got ripped from hand, then brafu was illegal activation. Good catch xD

    • @tuavaresm
      @tuavaresm ปีที่แล้ว

      I missed that

    • @Ashura_Morgraine
      @Ashura_Morgraine 9 หลายเดือนก่อน

      My comment may be arriving A BIT late (few months) and I havent gotten to the part of the video where it happens, but you can totally pass priority on mirrorjade blow up effect. Effects or actions that are conducted in a certain phase, aka end phase, do not need to activate or be performed inmediately, You just cant leave the end phase without resolving them.
      So in a case where lets say, both players activated mirrorjade, both players can pass priority to the other player in order to avoid resolving the action, at least until they dont want to do anything more, in which case they can't leave the end phase because the blow up must still be resolved in this case, in which case, turn player will be force to resolve it first.
      Also such actions or effects dont chain together, altought some similar effects may be trigger, the way they work in what I was mentioning above, which in this case is the end phase, are pretty much like ignition effects and they are activated in a open gamestate, and cannot be chained together.
      Hope it gives a little bit more context of how these effects work.