You can, however, choose not to use its effect. If you choose not to use its effect by not paying its cost, then the card is destroyed. If you choose not to use its optional effect, then it stays on the field until you choose to use it again. If you have a continuous effect card on the field, chances are that you wanted it there so destroying it yourself is kind of a moot point anyway. You can never discard a card or remove one from your side of the field 'just because', you can only ever do it if instructed to by an effect or game mechanic, etc.
You can't ever just discard cards for no reason, you can only do so if instructed to by a card effect or a game rule, such as the one that lets you replace one Field Spell Card with another. You cannot voluntarily just send a card from hand or field to the graveyard for no reason. It can only do so if its text specifically lets you, or you do it for the cost, or by the effect of another card.
Dupe Frog triggers only when send from the Field to the graveyard. Also it is an Optional Trigger and would miss the timing anyway. A 'discard' is a type of send, and the card is sent from your hand.
Yes, they can. You can also play another field spell to remove the one that is currently in effect. Yes of course. You cannot simply choose to discard a card from hand, voluntarily, or send cards from the field. You can only do so when allowed to do so for a cost, or instructed to by an effect or game mechanic. Put the cursor over your Speed World 2 that's in your field spell zone then press Activate.
Then you can deal damage to your opponent by showing a speed spell in your hand and removing 4 speed counters. If you do the same but remove 7 then you can draw one card, and if you want, remove 10 and destroy a card on the field. Some Speed Spells need you to remove speed counters to activate. You can never destroy, discard, or otherwise send to the graveyard a card unless directed to by a card effect or a game rule.
The exception is a Field Spell card, you can replace one with another even though the first is occupying your Field Spell card zone. Wikipedia is a site that gives information about a wide range of devices in the medical field.
The site explains what a continuous passive motion device does in the physical therapy field. No because the card zone that we're playing is limited. Future Glow is a continuous card with a continuous effect, and applies that effect only while it is active on the field.
If Future Glow is removed from the field, or negated, then the continuous effect ceases to apply, and the bonus ATK it provides will be lost. Magnetic field lines are continuous. The lines outside the magnet go from north to south, while inside goes from south to north creating a closed loop.
Even battle-oriented decks often have some burn damage abilities, so it shouldn't take you too long to use Eraser, and you can quicken the process by using cards that would inflict damage to you remember, this is different than paying life points such as Tuning Magician. And since there's no pesky "once per turn" errata, you're welcome to activate multiple copies of Eraser in the same turn as long as they're both resolving at proper times.
Wolverine here belongs to the X-Saber theme, but works with just about any blend. As a level 3 monster, you can normal summon Airbellum without tributing, and he wields decent attack for a low-level tuner.
Plus, when Airbellum inflicts battle damage through a direct attack it has to be direct , your opponent must discard a random card. Like all tuners, Airbellum can also be used to synchro summon daunting white-backgrounded synchro monsters from your extra deck.
What else can I say? Decent stats, a random discard, and extra deck access keep Airbellum useful even years after his debut. Phantasm Spiral Wave offered some forced discard potential to normal monsters, a trait it shares with Secrets of the Gallant. When activated, you select a normal monster you control. When that monster inflicts battle damage to your opponent this turn, they must discard two random cards! Not only does this offer the uncommon ability of imposing two discards for one, both are random, and again there's no once per turn ruling.
Gallant also works with either direct attack damage or shave damage on weaker attack-position monsters, and its quick-play speed as a trap helps because you can activate it right before your attack connects. This is after the window for declare-attack traps like Mirror Force, so barring a few hand traps like Honest , you should be pretty confident that your attack will successfully go through and Gallant's effect will trigger.
Finally, if you can somehow make your normal monster attack multiple times in a single turn, Gallant will activate with each strike, potentially discarding four or more cards from your opponent's hand! While technically a member of the Goblin archetype, Robbin' Goblin is versatile enough to aid any deck.
It's pretty simple: whenever a monster you control inflicts battle damage to your opponent, they discard a random card. And that's it. Unlike the one-turn-use Secrets of the Gallant, Robbin' Goblin is a continuous trap and stays active until removed, letting you continuously deplete your adversary's hand.
Robbin' is one of the most criminally underestimated cards in the game and can turn your opponent's situation from injured to hopeless. With both life points and their hand gone, most foes just won't have the means to form an adequate counterattack on their next turn. A recommended card that bolsters the most common win condition—battle damage—and despite, Goblin's age and prowess, you can buy it for surprisingly low prices under a dollar! A quick tip: Remember to carefully read cards to determine the text on cards to decipher whether appropriate effects will activate.
For instance, a card being sent to the graveyard from the hand isn't the same as being discarded, even though they both basically do the same thing. Discarding counts as sending from the hand to the graveyard, so you would be able to trigger its ability either when discarded or sent perhaps your opponent used Apoqliphort Towers's ability. Despite their graveyard-filling, forcing discards remains a useful and underutilized mechanic that can catch opponents off-guard.
Some archetypes like Fabled and Dark World even revolve around the mechanic, but all series can benefit from a dose of opposing card disadvantage. With more booster sets on the way and other impressive discard abilities to consider, we'll undoubtedly return to cover more hand-weakeners in the future.
But for now, as we eagerly await Konami's next expansion of discard effects, vote for your favorite card and I'll see you at our next countdown! Party Games. Note that only effects that specifically have the term "discard" stated in their texts involve discarding.
The effects of cards such as " Hand Destruction ", " Chain Destruction ", " Polymerization " and " Black Illusion Ritual " send cards from the hand to the Graveyard, but they do not discard cards.
The " Dark World " and " Fabled " archetypes revolve around discarding. If you have any issues or find any bugs, be sure to let us know on Discord!
Jump to: navigation , search. Cards can be discarded in several ways: During the turn player 's End Phase due to hand size limit. By card that specifically uses this term as a cost , effect , or as part of a Summoning condition.
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