Rule Book: Part 7: "IF" and "WHEN"
Sections covered in this guide:
What is the cause of miss timing?
Basic rules of "WHEN":
This rule says that you really need to trigger the ''WHEN'' effect exactly when it meets the trigger condition. The difficulty is in telling when something is 'one of the last things to happen'. ' based on the game's mechanics.
Note: This mechanic does not apply to mandatory effects or effects that use "IF" instead of "WHEN".
Example 1
Player A controls the Fire Hand . Player B activates Mystical Space Typhoon to destroy a set of cards, then Chain Raigeki Break , targeting Fire Hand to destroy it.
- Chain Link 1: Mystical Space Typhoon
- Chain Link 2: Raigeki Break
- Chain Link 2: Raigeki Break destroys Fire Hand.
- Chain Link 1: Mystical Space Typhoon destroys its target.
Example 2
Player A activates Upstart Goblin , and Player B decides to Chain Call of the Haunted to Special Summon Blue-Eyes White Dragon . Player A has a Bottomless Trap Hole set up.
- Chain Link 1: Upstart Goblin
- Chain Link 2: Call of the Haunted
- Chain Link 2: Blue-Eyes is Special Summoned
- Chain Link 1: Player A draws a card.
Geartown and Mystical Space Typhoon (Example 3)
Player A activates Field Spell Geartown .
Player B Chains Mystical Space Typhoon while Player A activates Geartown on the field.
- Chain Link 1: Activate Geartown on the field.
- Chain Link 2: Mystical Space Typhoon targets Geartown.
- Chain Link 2: Mystical Space Typhoon destroys Geartown.
- Chain Link 1: Geartown resolves on the field (but it resolves without any effect because it was just destroyed) .
In case "WHEN" is met the activation condition
Geartown and Magic Jammer (Example 1)
Player B Chains Magic Jammer , to disable Geartown activation.
- Chain Link 1: Geartown's activation on the field.
- Chain Link 2: Magic Jammer.
- Chain Link 2: Magic Jammer negates Geartown's activation and destroys it.
- Chain Link 1: (disappears).
Dark Hole, Bixi, Water of the Yang Zing and Card Trooper (Example 3)
Bixi, Water of the Yang Zing
ATK:
0
DEF:
2000
When this card you control is destroyed by battle or card effect and sent to your Graveyard: You can Special Summon 1 "Yang Zing" monster from your Deck in Attack Position, except "Bixi, Water of the Yang Zing". You can only use this effect of "Bixi, Water of the Yang Zing" once per turn. Once per turn, during your opponent's Main Phase or Battle Phase, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using only "Yang Zing" monsters you control (this is a Quick Effect). A Synchro Monster that used this card as a Synchro Material is unaffected by Trap effects.
Card Trooper
ATK:
400
DEF:
400
Once per turn: You can choose a number from 1 to 3, then send that many cards from the top of your Deck to the GY; this card gains 500 ATK for each card sent to the GY this way, until the end of this turn. If this card you control is destroyed and sent to your GY: Draw 1 card.
Player A activates Dark Hole , destroying Player B's Bixi, Water of the Yang Zing , and Card Trooper .
- Chain Link 1: Dark Hole.
First we must consider the effects we want to activate. Bixi and Trooper's effects have been activated , so both can trigger .
Now, we will check to see if either of them has missed timing or not . Killing Bixi and killing Card Trooper are both final (and Card Trooper's effect is required ), so both effects can trigger .
Now that you have decided what to enable, it's time to look at the order in which it needs to be enabled . Card Trooper is a mandatory effect for turn-based players and Bixi is an optional effect for turn-based players, so according to SEGOC (Simultaneous Effects Go On Chain) rules, they activated in the next Chain in the following order:
- Chain Link 1: Card Trooper
- Chain Link 2: Bixi.