Edison Rule Differences (2024)

Edison Format Rule Differences

Yu-Gi-Oh! has mostly stayed the same over the past 20 years but a few rules have changed. SJC - Edison was played under the TCG 2008 Rules Change (the equivalent of Master Rules [1]) and it is these same rules that we follow today when playing Edison Format. The rules which differentiate Edison Format from the current ​Yu-Gi-Oh! format are catalogued in the list below.

EDISON FORMAT RULE # 1 - The Starting Player Draws a Card
In Edison Format, a card is drawn during the first draw phase of the duel. Thus, the player who goes first starts the duel with 6 cards.

EDISON FORMAT RULE # 2 - Only 1 Active Field Spell
In Edison Format, only one Field Spell can be active at a time. Setting a Field Spell does not destroy an opponent's active Field Spell.

EDISON FORMAT RULE # 3 - Union Monster Conditions
In Edison Format, Union Monsters have a Condition limiting how many Union Monsters a Monster can be equipped with. These Conditions were removed in 2016 with the release of Structure Deck: Seto Kaiba [REF]. In Edison Format, Union Monsters all have this Condition:

  • "A monster can only be equipped with 1 Union Monster at a time."

Also, the Continuous-like Effect "If the equipped monster would be destroyed, destroy this card instead." ONLY appears on:

Edison Rule Differences (1)

EDISON FORMAT RULE # 4 - Phase-Dependent Mandatory Trigger Effects

In Edison Format, "any mandatory Trigger Effect that activates during a certain Phase will keep activating if its activation is negated, until it finally resolves" [REF]. This changed when "Tsukuyomi" and "Judgment Dragon" received functional errata in Duelist Saga; reflecting OCG rulings updates concerning Phase-Dependent Mandatory Trigger Effects [REF]. When playing Edison Format:

  • If the activation of a Phase-Dependent Mandatory Trigger(-like) Effect (ex: Spirit Monsters, Lightsworns) is negated (by "Light and Darkness Dragon"), that effect activates again.
  • If the effectof a Phase-Dependent Mandatory Trigger(-like) Effect (ex: Spirit Monsters, Lightsworns) is negated (by "Skill Drain"), that effect does not activate again.

EDISON FORMAT RULE # 5 - Trap Monster Zone Blocking
In Edison Format, Trap Monsters takes up 1 Monster Card Zone and 1 Spell / Trap Card Zone. The physical location of the Trap Monster is the Monster Card Zone, it is not counted as a card in the Spell / Trap Card Zone (even though 1 of those Zones can't be used).

  • You cannot activate (flip the Set Trap Card face-up) a Trap Monster if you have no empty Monster Card Zones.
  • To gain control of a Trap Monster, you must have both an open Monster Zone and an open Spell / Trap Card Zone.
  • A Trap Monster whose effect is negated (by “Jinzo”) reverts to being a Trap Cards in the Spell / Trap Card Zone immediately.
    • A Trap Monster that attacks a Set “Jinzo” reverts to a Trap Card when “Jinzo” if flipped. Damage Calculation is not applied.
    • Your Trap Monster stolen by “Snatch Steal” returns to your Spell / Trap Card Zone when “Jinzo” is Summoned.
  • If a Trap Monster would be Set face-down (by "Book of Moon"), it becomes Set to its corresponding Spell / Trap Card Zone.
  • Trap Monsters are affected by cards / effects that would affect Trap Cards as well as those that affect Monster Cards.
  • If a Trap Monster is removed from the field, it is removed as a Trap Card.

EDISON FORMAT RULE # 6 - Ignition Effect Priority
"Priority" refers to a player's right to use a card or effect, it is not a property Cards themselves possess. "Priority" exists whether or not the Turn Player declares their intent to use "Priority". Konami's flowchart for "fast effect timing" and "open and closed gamestates" [REF] apply in Edison Format, with the addition of "Ignition Effect Priority" - the Turn Player's ability to activate an Ignition Effect as Chain Link 1 in the Summon response timing, so long as that Summon did not start a Chain.
The Turn Player has "Ignition Effect Priority" when the Summon does not start a chain.

The Turn Player does NOT have "Ignition Effect Priority" when the Summon starts a chain.

Click Here to Find Out More About Priority

EDISON FORMAT RULE # 7 - Simultaneous Effects Go On Chain
In Edison Format, the rules established in the tradition called “Simultaneous Effects Go On Chain” (SEGOC) apply with one minor exception: if two or more effects in the same “step” were triggered at different times, the earlier trigger(s) must be placed on the chain before the later ones [REF]. This rule concerning SEGOC would be changed in 2017 [REF]. In Edison Format, when multiple Trigger/Trigger-like Effects are triggered simultaneously, the players construct a chain with these effects in accordance with the following rules:

  • Step 1: The Turn Player's Mandatory Effects go on the Chain in the order they were triggered.
  • Step 2: The Non-Turn Player's Mandatory Effects go on the Chain in the order they were triggered.
  • Step 3: The Turn Player's Optional Effects go on the Chain in the order they triggered.
  • Step 4: The Non-Turn Player's Optional Effects go on the Chain in the order they triggered.

What about this makes Edison Format different from contemporary Yugioh? Pay attention to Example 1 to find out!

EDISON FORMAT RULE # 8 - The 7-timing Damage Step
In Edison Format, there are seven distinct timings in the Damage Step [REF]. Additionally, only the following cards/effects can be activated:

  • Counter Trap Cards may be activated at any point in the Damage Step.
  • Monster Effects that negate activations (ex: "Herald of Orange Light") can activate at any point in the Damage Step.
    • Monster Effects which only negate the effects (but not the activation) of card/effect CANNOT be activated in the Damage Step.
    • Spell Speed 2 Spells/Traps that negate activations (ex: "My Body as a Shield") CANNOT activate in the Damage Step.
    • Spell Speed 2 Spells/Traps that negate effects (ex: "Royal Oppression") CANNOT activate in the Damage Step.
  • Mandatory Effects (ex: "Doomcaliber Knight") may be activated at any point in the Damage Step.
  • Effects can activate if the card itself moves location (flipped face-up, changes battle position, or is sent to the Graveyard) or performs an action (inflicts Battle Damage, destroys a monster by battle).
    • Examples include Flip Effects, a “Green Gadget” Special Summoned by “Giant Rat”, or “Geartown” destroyed by battle / effect.
  • Fast Effects / Continuous Effects which directly modify ATK/DEF can activate/apply.
    • Spell/Trap Cards that change ATK/DEF (ex: "Forbidden Chalice") CANNOT activate in or after Substep 4 - Damage Calculation.

Substep 1 - Start of the Damage Step
Effects that state "during the Damage Step" are now applied.
Effects that trigger "at the start of the Damage Step" activate now.
Quick Effects & Spells/Traps that modify ATK/DEF can activate.
Substep 2 - Flip Sets Face-up
● A face-down Attack Target is flipped face-up.

  • Flip Effects are NOT activated yet.

Effects that affect the attack target, if it was set, now start applying.
Quick Effects and Spells/Traps that affect ATK/DEF may be activated.
Substep 3 - Before Damage Calculation
Effects that state "before Damage Calculation" activate/apply now.
Quick Effects and Spells/Traps that affect ATK/DEF may be activated.
Substep 4 - During Damage Calculation
Effects that specifically state “Damage Calculation” activate/apply now.
Quick Effects of monsters that modify ATK/DEF can be activated

  • Spells / Traps that modify ATK/DEF CANNOT be activated.

● A single manual chain can be built in this substep.
After the chain, inflict Battle Damage & mark monsters as "destroyed by battle".
Substep 5 - After Damage Calculation
● Monsters marked as 'destroyed by battle' do not apply their continuous effects.
● Continuous(-like) Effects and self-destruct effects apply now

  • (ex: "Berserk Gorilla", "Gozen Match", and "Rivalry of Warlords").

● A single manual chain is built. Additional manual chain(s) are built if effects trigger while resolving the first chain (ex: "Gorz, the Emissary of Darkness").
● Effects that trigger when battle damage is inflicted activate now.
● Quick Effects of monsters that modify ATK/DEF can be activated

Substep 6 - Resolve Effects
● Monsters marked as'destroyed by battle' do not apply their continuous effects.
● A single manual chain is built. Additional manual chain(s) are built if effects trigger while resolving the first chain (ex: "Ryko, Lightsworn Hunter" mills "Peten the Dark Clown" as Chain Link 1).
● Effects that specifically state “after Damage Calculation” activate now.

● Flip Effects activate, and form a chain with any other effects activating now.
● Quick Effects of monsters that modify ATK/DEF can be activated
.
Substep 7 - End of the Damage Step
● Monsters marked as 'destroyed by battle' are now sent to the Graveyard.
● A single manual chain is built. Additional manual chain(s) are built if effects trigger while resolving the first chain (ex: "Mystic Tomato" Special Summons "Armageddon Knight" as Chain Link 1).

● Effects that activate when a monster is destroyed by battle activate now.
● Quick Effects of monsters that modify ATK/DEF can be activated
.

Edison Rule Differences (2)

Click here for a detailed breakdown of the Battle Phase!

EDISON FORMAT RULE # 9 - Trigger Location & Recognition
In Edison Format, triggers can be recognized as being met in the middle of a chain, whereas in current format Yu-Gi-Oh! this is generally not the case. Trigger Effects will also activate from outside their trigger location (unless they specify that they must remain there to trigger), even activating from within the Deck! Read moreHERE.

EDISON FORMAT RULE # 10 - Life Points Costs
In Edison Format, you cannot pay costs if doing so would reduce your Life Points to 0. A card with a maintenance cost of Life Points cannot reduce a player's Life Points to 0, it will instead self-destruct.

  • If your Life Points are ≤ 2000, you cannot pay "Mirror Wall's" optional maintenance cost. It will self-destruct.
  • If your Life Points are ≤ 500, you cannot pay "Degenerate Circuit's" mandatory maintenance cost. It will self-destruct.

EDISON FORMAT RULE # 11 - End-of-Turn Discard
In Edison Format, players can't respond to the end-of-turn discard for hand size at all, as this must be the last action a player performs in a turn [REF1, REF2]. However, when a mandatory Trigger Effect is triggered by this discard, a chain will be built with special properties:

  • Spell Speed 2 effects can be Chained here IF (and only if) they negate activations or effects.
  • Spell Speed 3 effects can be Chained here, regardless of whether or not they negate activations or effects.

This differs from the rules surrounding the end-of-turn discard in contemporary Yu-Gi-Oh!. These differences are best illustrated as follows:

  • Example 1 (Mandatory Trigger Effect): Player A has 7 cards in hand during their End Phase. Player A proceeds to discard "The White Stone of Legend" for the end-of-turn discard. The mandatory Trigger Effect of "The White Stone of Legend" must activate. Player A cannot chain "Super Rejuvenation" from his hand to this effect. However, Player B can chain his Set "Divine Wrath" to negate the activation of this effect. Additionally, if either player controls a face-up "Doomcaliber Knight", it will immediately Tribute itself and add a Chain Link onto the chain with "The White Stone of Legend", as its Quick Effect is mandatory.
  • Example 2 (Optional Trigger Effect): At the end of Player A's End Phase, Player A has 8 cards in his hand. Player A proceeds to discard "Peten the Dark Clown" and "Red-Eyes Wyvern" for the end-of-turn discard to bring their hand size down to 6 cards. Player A cannot activate the optional Trigger Effects of either card that was just discarded.

EDISON FORMAT RULE # 12 - Infinite Loops
In contemporary Yu-Gi-Oh!, when an infinite loop is created, a nuanced procedure is performed wherein players and judges determine which card is the "primary cause" of the loop; that card is then sent to the Graveyard by game mechanics. In Edison Format, this is only true for "involuntary" infinite loops (see Example 4), when an infinite loop is initiated by game mechanics and not by the action of a player. Conversely, in Edison Format, any "voluntary" action that would cause an infinite loop is simply illegal (as depicted in Examples 1, 2, and 3).

  • Example 1: Player A has a "Gemini Elf", a "Luminous Spark" and a "Pole Position" face-up on the field. Since "Gemini Elf" is the monster on the field with the highest ATK, it is unaffected by Spell Cards. If Player B Summons "X-Head Cannon", "Luminous Spark" will raise its ATK to 2300, making it the highest ATK monster on the field and causing it to become unaffected by Spell Cards, reducing its ATK to 1800, only for "Luminous Spark's" effect to once again increase its ATK to 2300, and so on. This voluntary action by Player B (Summoning "X-Head Cannon") would create a "voluntary" infinite loop. Thus, Player B cannot Summon "X-Head Cannon".
  • Example 2: Player A has a "Gemini Elf" and an "Opticlops" equipped with an "Axe of Despair" face-up on the field, as well as a Set "Ring of Destruction". Player B has a "Blue-Eyes White Dragon" and a "Pole Position" face-up on the field. If Player A activates "Ring of Destruction" to destroy Player B's "Blue-Eyes White Dragon", then "Opticlops" would become the monster with the highest ATK on the field, causing it to become unaffected by Spell Cards (including the equipped "Axe of Despair") and thus it will cease to be the monster with the highest ATK on the field and the effect of "Axe of Despair" will once again apply and raise its ATK, and so on. Therefore, Player A cannot target Player B's "Blue-Eyes White Dragon" with "Ring of Destruction" as resolving that card would create a"voluntary" infinite loop.
  • Example 3: Player A has a face-up "Opticlops" and a face-up "Gemini Elf". Player B has a Set "Pole Position" and no other cards. Player A activates "Axe of Despair", selecting "Opticlops" as the target. If Player B voluntarily chains "Pole Position", it will create a "voluntary" infinite loop upon the resolution of "Pole Position" and "Axe of Despair". Therefore, Player B cannot chain "Pole Position", nor can they activate it while those are the only face-up monsters on the field while "Axe of Despair" remains equipped.
  • Example 4: Player A has a "Pole Position" and an "Opticlops" face-up on the field. Player B has a "Muka Muka" equipped with an "Axe of Despair" face-up on the field with no cards in his hand. Player B draws a card at the start of his turn, making "Muka Muka's" ATK rise to 1900. Since "Muka Muka" is now the monster on the field with the highest ATK, it becomes unaffected by the effects of Spell Cards. But once unaffected by the effects of Spell Cards, "Muka Muka" no longer has the highest ATK on the field. An "involuntary" infinite loop has been created by an action that could not be avoided. Therefore, "Pole Position" is destroyed by game mechanics.

EDISON FORMAT RULE # 13 - 0 ATK Monsters
In Edison Format, when two Attack Position monsters with 0 ATK battle each other, they will destroy one another by battle. Additionally, an Attack Position monster with 0 ATK cannot destroy a Defense Position monster with 0 DEF by battle. This interaction was overturned in 2011 with Version 7.2. (p.43) of the Rulebook [REF].

Edison Rule Differences (2024)

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