Rulings and details regarding Hyperspatial stuff
Apr 19, 2016 16:42:51 GMT
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Post by kurotamashi on Apr 19, 2016 16:42:51 GMT
Psychic creatures:
Psychic creatures are not considered to be summoned into play, they cannot be played by paying their cost from mana zone. They can only be put into the battle zone by a spell or effect such as the Hyperspatial spells or by various creatures, signified with a lightning around the card. These creatures can either be in the battle zone or Hyperspatial zone.
A psychic creature card is two-sided, and usually features a creature on both sides. When the side with the lower cost activates its awaken ability by fulfilling its conditions, you may flip the card over to its higher cost side. However, it's important to note that YOU CAN summon psychic creatures in their awakened form too.
You are limited to 8 psychic CREATURES per hyperspatial zone which is separated from your main deck of 40 cards.
Hyperspatial spells:
All civilizations now have a few standard Hyperspatial spells each having two effects, one related to the civilizatiand the other to bring psychic creature(s) in the battle zone.
All of these spells are kept in the normal deck of 40 cards.
Rulings:
. A psychic creature doesn't provide any mana as it can only ever be in your battle or Hyperspatial Zone. Whenever a Psychic Creature leaves the battle zone, it returns to the Hyperspatial Zone after briefly inhabiting the intended zone (so effects that check for a creature changing zones, such as Super Trash Train, Fuuma Devil's, still trigger).
. Psychic creatures may be evolved like a normal creature. If the evolution creature leaves the battle zone, the psychic creature under it is briefly put into the same zone before being returned to the Hyperspatial Zone. If only the top card of the evolution leaves the battle zone, the psychic creature under it stays in the battle zone.
. If an awakened psychic creature gets put into the battle zone directly in its awakened form and it reverts to its unawakened form using some way in the same turn, the creature gets summoning sickness.
. Any card effects that affected the psychic creature before awakening or release continue to effect it. So, if you cast a spell such as Colossus Boost on Bolshack Dragon, the Temporal Blaze, giving it +4000 power, and flip it, the newly awakened Bolshack Möbius, Victory Awakened will now have 16000 power (12000+4000).
. A cross gear attached to a Psychic creature stays with the creature after it awakens or uses its release ability.
. When flipped over by its Awaken or Release ability, a Psychic creature retains its original tap status. If it was previously tapped, it remains tapped. If it was untapped, it stays untapped.
. You can still cast hyperspatial spells to put Psychic creatures into the battle zone even if you can’t do the other effects listed on the Hyperspatial spell. For example, if the opponent had no creatures to destroy with Hyperspatial Bolshack Hole, you could still use it to put a Psychic creature into the battle zone.
. Any player may view the contents of any Hyperspatial Zone at any time, even before the game begins.
. It is not mandatory to put a Psychic Creature in its weaker form into the battle zone. For example, if you have a card such as Hyperspatial Bolshack Hole that allows you to put a fire Psychic Creature that costs 7 less into the battle zone, you can put the awakened side of Jonjo Jon, the Awakened Adventurer that costs 5 into play.
. When a psychic creature is awakened it does not have any summoning sickness; however, if you summon an awakened psychic creature directly from your hyperspatial zone it will have summoning sickness unless it's a speed attacker itself or is given that status via any means.
Psychic creatures are not considered to be summoned into play, they cannot be played by paying their cost from mana zone. They can only be put into the battle zone by a spell or effect such as the Hyperspatial spells or by various creatures, signified with a lightning around the card. These creatures can either be in the battle zone or Hyperspatial zone.
A psychic creature card is two-sided, and usually features a creature on both sides. When the side with the lower cost activates its awaken ability by fulfilling its conditions, you may flip the card over to its higher cost side. However, it's important to note that YOU CAN summon psychic creatures in their awakened form too.
You are limited to 8 psychic CREATURES per hyperspatial zone which is separated from your main deck of 40 cards.
Hyperspatial spells:
All civilizations now have a few standard Hyperspatial spells each having two effects, one related to the civilizatiand the other to bring psychic creature(s) in the battle zone.
All of these spells are kept in the normal deck of 40 cards.
Rulings:
. A psychic creature doesn't provide any mana as it can only ever be in your battle or Hyperspatial Zone. Whenever a Psychic Creature leaves the battle zone, it returns to the Hyperspatial Zone after briefly inhabiting the intended zone (so effects that check for a creature changing zones, such as Super Trash Train, Fuuma Devil's, still trigger).
. Psychic creatures may be evolved like a normal creature. If the evolution creature leaves the battle zone, the psychic creature under it is briefly put into the same zone before being returned to the Hyperspatial Zone. If only the top card of the evolution leaves the battle zone, the psychic creature under it stays in the battle zone.
. If an awakened psychic creature gets put into the battle zone directly in its awakened form and it reverts to its unawakened form using some way in the same turn, the creature gets summoning sickness.
. Any card effects that affected the psychic creature before awakening or release continue to effect it. So, if you cast a spell such as Colossus Boost on Bolshack Dragon, the Temporal Blaze, giving it +4000 power, and flip it, the newly awakened Bolshack Möbius, Victory Awakened will now have 16000 power (12000+4000).
. A cross gear attached to a Psychic creature stays with the creature after it awakens or uses its release ability.
. When flipped over by its Awaken or Release ability, a Psychic creature retains its original tap status. If it was previously tapped, it remains tapped. If it was untapped, it stays untapped.
. You can still cast hyperspatial spells to put Psychic creatures into the battle zone even if you can’t do the other effects listed on the Hyperspatial spell. For example, if the opponent had no creatures to destroy with Hyperspatial Bolshack Hole, you could still use it to put a Psychic creature into the battle zone.
. Any player may view the contents of any Hyperspatial Zone at any time, even before the game begins.
. It is not mandatory to put a Psychic Creature in its weaker form into the battle zone. For example, if you have a card such as Hyperspatial Bolshack Hole that allows you to put a fire Psychic Creature that costs 7 less into the battle zone, you can put the awakened side of Jonjo Jon, the Awakened Adventurer that costs 5 into play.
. When a psychic creature is awakened it does not have any summoning sickness; however, if you summon an awakened psychic creature directly from your hyperspatial zone it will have summoning sickness unless it's a speed attacker itself or is given that status via any means.