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 Lesson #1: Problem Solving Card Text (P.S.C.T), Punctuation

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Trajix
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PostSubject: Lesson #1: Problem Solving Card Text (P.S.C.T), Punctuation    Mon Feb 15, 2016 10:14 am






Believe it or not today marks the first day and the first week that I will be making a lesson for yall Very Happy so without further delay lets get started.



Problem Solving Card Text or P.S.C.T is exactly what it sounds like. Solving problems through the use of reading card texts. Now PSCT was a change that was made to modernize card texts, make the game more technical, and to help players figure out more easily how effects resolve back in 2011. Though today I will be talking about the punctuation part of PSCT.


Starting with the simplest of punctuation's, the period is used to simply show were one effect ends and where another begins. Like for example Marauding Captains first eff says " Your opponent cannot target face-up Warrior-Type monsters for attacks, except this one." The period at the end of the effect just simply states where the eff ended.

The next punctuation is the colon. The colon shows condition effects that start a chain. Another example would be Marauding Captains second eff. It reads "When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower monster from your hand." Everything before the colon is the condition. Everything after the colon is the eff.


Last but not least we have the semicolon. The semicolon shows cost effects. The test written before the semicolon happens when you activate the card. Any text after the semicolon happens in resolution. I good example of this would be Dark Core. Dark Core states "Discard 1 card, then target 1 face-up monster on the field; banish that target."


Now that yall know the punctuation of the cards and what stand for and mean its time for yalls homework assignment.


The homework for today will have you pick 15 cards (5 for each punctuation) and point out the punctuation and its role in that card you have chosen. You have to describe to me what the effect and how the punctuation shows that. Also for the sake of the of freebies you cant use Dark Core and Marauding Captain. To turn in your assignment please just post below with your work.


Failure to do this will result in the inability to participate in future events. This homework is due by next monday. Upon completion you will be awarded 100 TP.


Also if you have any questions and wish to contact me then the following info will be posted below.


Now best of luck to yall and have fun Very Happy


Email: ukilledkennyubastard69@gmail.com

Skype: Trajix The Tragic One


Last edited by Trajix on Sat Mar 05, 2016 7:01 pm; edited 3 times in total
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PostSubject: Re: Lesson #1: Problem Solving Card Text (P.S.C.T), Punctuation    Mon Feb 15, 2016 12:56 pm

Very nice lesson trajix thx too bad im not in yellow xP
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Boss Brejo
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PostSubject: Re: Lesson #1: Problem Solving Card Text (P.S.C.T), Punctuation    Tue Feb 16, 2016 7:56 pm

Here is my assignment.


1.Mystical space typhoon-Target 1 Spell/Trap Card on the field; (semi-colon show that targeting happens at activation) destroy that target. (period shows that destruction of the target is final effect)

2. Order to Charge-Select 1 face-up Normal Monster (except a Token) on your side of the field when you activate this card. (Period signifies that selecting a card if the first eff) When this card resolves, Tribute the selected Normal Monster and destroy 1 monster on your opponent's side of the field. (This period shows that the next eff is tributing a monster and destroying the monster are the last thing to happen after the 1st eff)

3. Jar of greed- Draw 1 card. (period ends the eff)

4. Hinotama- Inflict 500 damage to your opponent. (period ends the eff)

5. Heiracosphinx-Your opponent cannot select a face-down Defense Position monster as an attack target. (period ends the eff)

6. Life absorbing machine-During your Standby Phase, gain Life Points equal to half of the total Life Points you paid during your last turn. (period ends the eff)

7. Angel O7-When this card is Tribute Summoned, it gains the following effect: (Colon shows that the condition of this card being tributed must be met before the eff can be applied) ● The effects of Effect Monsters cannot be activated.

8.4-Starred Ladybug of Doom-FLIP: (Colon shows that the condition of this card being flip summoned must be met before the eff can be activated. Starts chain)  Destroy all Level 4 monsters your opponent controls.

9. Abyss Soldier-Once per turn: (Colon shows limit of the amount of time eff can be activated) You can discard 1 WATER monster to the Graveyard to target 1 card on the field;(Semi-colon shows the cost of discarding a water monster to activate eff) return it to the hand.

10. Acorno-During your Main Phase: (Colon shows the time in which you can activate this eff. Starts chain) You can send 1 "Pinecono" from your hand to the Graveyard, and Special Summon this card from the hand.

11. Achacha Archer-When this card is Normal or Flip Summoned: (Colon signifies the types of summons that activate eff. Starts chain) Inflict 500 damage to your opponent.

12. Compulsory Evacuation Device-Target 1 monster on the field; (Semi-colon shows that activating the card targets before the following eff takes place.) return that target to the hand.

13. Phoenix Wing Wind Blast- Discard 1 card, then target 1 card your opponent controls; (Semi-colon shows that it is mandatory to discard a card as a cost of activating this card. It also shows that a monster is targeted before the eff activates) place that target on the top of the Deck.

14. Back to square one- Discard 1 card, then target 1 monster on the field; (Semi-colon shows that it is mandatory to discard a card as a cost of activating this card. It also shows that a monster is targeted before the eff activates) place that target on the top of the Deck.

15. Magic Planter- Send 1 face-up Continuous Trap Card you control to the Graveyard;(Semi-colon shows the type of card that is the cost to activate this card. It also shows that the cost must go to the GY to complete the cost) draw 2 cards.
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kdae34
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PostSubject: Re: Lesson #1: Problem Solving Card Text (P.S.C.T), Punctuation    Wed Feb 17, 2016 3:41 pm

Here's my assignment
1. Morphing Jar- FLIP:(The semi-colon shows what type off effect it is) Both players discard their entire hands,(Colon shows where the cost to pay ends) then draw 5 cards.
2. Dark Magician Girl- This card gains 300 ATK for every "Dark Magician" or "Magician of Black Chaos" in either player's Graveyard.(The period shows where the effect of the card ends.)
3. Rank-Up-Magic Barian's Force- Target 1 face-up Xyz Monster you control;(The semi-colon shows where the cost of the effect ends.) Special Summon from your Extra Deck, 1 "Number C" or "CXyz" monster with the same Type as that monster you control but 1 Rank higher, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) Then, if possible, detach 1 Xyz Material from a monster your opponent controls and attach it to the Summoned monster as an Xyz Material.
4. Magical Hats- During your opponent's Battle Phase:(The colon shows where the timing of the effect of the card ends.) Choose 2 Spell/Trap Cards from your Deck and 1 monster you control. Special Summon them as Normal Monsters (ATK 0/DEF 0) in face-down Defense Position, Set the chosen monster if it is face-up, and shuffle them on the field. The 2 cards chosen from your Deck are destroyed at the end of the Battle Phase, and cannot remain on the field except during this Battle Phase.(The period shows where the effect of the card ends.)
5. Crush Card Virus- Tribute 1 DARK monster with 1000 or less ATK;(The semi-colon shows the cost of tribute for the cards effect to work.) your opponent takes no damage until the end of the next turn after this card resolves, also, you look at your opponent's hand and all monsters they control, and if you do, destroy the monsters among them with 1500 or more ATK, then your opponent can destroy up to 3 monsters with 1500 or more ATK in their Deck.
6. Black Rose Dragon- When this card is Synchro Summoned:(Colon signifies the type of summon to activate the effect.) You can destroy all cards on the field. Once per turn:(Colon shows how many times a turn you can activate the effect of this card.) You can banish 1 Plant-Type monster from your Graveyard, then target 1 Defense Position monster your opponent controls; change that target to face-up Attack Position, and if you do, its ATK becomes 0 until the end of this turn.
7. Evilswarm Ophion- While this card has Xyz Material, Level 5 or higher monsters cannot be Special Summoned. Once per turn:(Colon shows how many times you can activate the cards effect per turn.) You can detach 1 Xyz Material from this card;(Semi-colon shows the cost for the effect to activate.) add 1 "Infestation" Spell/Trap Card from your Deck to your hand.
8. Dark Renewal- When your opponent Normal or Special Summons a monster(s):(Colon shows when the timing of effect and the cost ends.) Target 1 of those monsters and 1 Spellcaster-Type monster you control; send both monsters to the Graveyard, then you can Special Summon 1 DARK Spellcaster-Type monster from your Deck or Graveyard.
9. Horn of Heaven- When a monster would be Summoned: Tribute 1 monster;(Semi-colon shows where the cost of the effect end and where the effect of the cost begins.) negate the Summon, and if you do, destroy that monster.
10. Shooting Quasar Dragon- Must be Synchro Summoned, and cannot be Special Summoned by other ways. This card's maximum number of attacks per Battle Phase equals the number of non-Tuner monsters used as its Synchro Material. Once per turn, during either player's turn, when a card or effect is activated: You can negate the activation, and if you do, destroy it. When this card leaves the field:(Colon shows when its's the time to use the card's last effect.) You can Special Summon 1 "Shooting Star Dragon" from your Extra Deck.
11. The Fang of Critias- (This card is also always treated as "Legendary Dragon Critias".)
Send 1 Trap Card from your hand or your side of the field to the Graveyard, that is listed on a Fusion Monster that can only be Special Summoned with "The Fang of Critias" (if that card is Set, reveal it), then Special Summon that Fusion Monster from your Extra Deck. You can only activate 1 "The Fang of Critias" per turn.(The period signifies the end of the card's effect.)
12. Michael, the Arch-Lightsworn- Once per turn:(Colon signifies how many times you get to use this effect per turn.) You can pay 1000 Life Points, then target 1 card on the field;(Semi-colon signifies the cost for the effect.) banish that target. When this card is destroyed: You can target any number of other "Lightsworn" monsters in your Graveyard; shuffle them into the Deck, and if you do, you gain 300 Life Points for each returned card. During each of your End Phases: Send the top 3 cards of your Deck to the Graveyard.
13. Where Arf Thou?- If you control a face-up Level 1 monster:(The colon represents the target of the effect.) Add 1 Level 1 monster from your Deck to your hand. During the End Phase of this turn, take 2000 damage if you did not Normal Summon the added monster, or a card with the same name, after activating this card.(The period tells the end of the effect.)
14. Dragon's Mirror- Remove from play, from your side of the field or your Graveyard, Fusion Material Monsters that are listed on a Dragon-Type Fusion Monster Card, and Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.)(The period represents where the eff ends.)
15. Odd-Eyes Gravity Dragon- You can Ritual Summon this card with "Odd-Eyes Advent". When this card is Special Summoned:(The colon represents what you have to do to activate the effect of the card You can return all Spell and Trap Cards your opponent controls to the hand. Your opponent cannot activate cards or effects in response to this effect's activation. You can only use this effect of "Odd-Eyes Gravity Dragon" once per turn. Your opponent must pay 500 LP to activate card effects.
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PostSubject: Re: Lesson #1: Problem Solving Card Text (P.S.C.T), Punctuation    Wed Feb 17, 2016 9:41 pm

1.Summoner's Art- Add 1 Level 5 or higher Normal Monster from your Deck to your hand. (Period hows where the eff ends).

2.Qliphort Scout- You cannot Special Summon monsters, except "Qli" monsters. This effect cannot be negated. Once per turn: (The colon shows the condition to use eff) You can pay 800 LP; add 1 "Qli" card from your Deck to your hand, except "Qliphort Scout".

3.Book of Moon- Target 1 face-up monster on the field; (semicolon shows the cost in order to activate eff)change that target to face-down Defense Position.

4. Mobius the Frost Monarch- When this card is Tribute Summoned: You can target up to 2 Spell/Trap Cards on the field; (the semicolon shows the cost to activate eff)destroy those targets.

5. Dark Bribe- When an opponent's Spell/Trap Card is activated:(Colon shows condition) Your opponent draws 1 card, also negate the Spell/Trap activation, and if you do, destroy it.

6. Lose 1 Turn-Activate this card only if you currently control no Special Summoned monsters. While a monster is face-up on the field, negate its effects during the turn that monster was Special Summoned. If an Effect Monster(s) is Special Summoned in Attack Position: (Colon shows condition.) Change it to Defense Position.

7. Landrobe the Rock Vassal- If this card is in your hand: (Colon shows condition)You can target 1 face-up monster your opponent controls; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, also Special Summon this card, and if you do, change that monster to face-down Defense Position. If this card is Tributed for a Tribute Summon: You can target 1 monster with 800 ATK and 1000 DEF in your Graveyard, except "Landrobe the Rock Vassal"; add it to your hand. You can only use each effect of "Landrobe the Rock Vassal" once per turn.

8. Bottomless Trap Hole- When your opponent Summons a monster(s) with 1500 or more ATK: (Colon shows condition) Destroy that monster(s) with 1500 or more ATK, and if you do, banish it.

9. Raigeki- Destroy all monsters your opponent controls. (Period shows where eff ends.)

10.Castel, the skyblaster musketeer-you can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; (semicolon signals for cost) change it to face-down Defense Position. You can detach 2 Xyz Materials from this card, then target 1 other face-up card on the field; shuffle it into the Deck. You can only use 1 "Castel, the Skyblaster Musketeer" effect per turn, and only once that turn.

11. A Hero Lives- If you control no face-up monsters: Pay half your LP; (semicolon represents cost.) Special Summon 1 Level 4 or lower "Elemental HERO" monster from your Deck.

12. Advanced Heralry Art- Target 2 "Heraldic Beast" monsters in your Graveyard; (semicolon shows cost.) Special Summon both those targets. Immediately after this card resolves, Xyz Summon 1 Xyz Monster using those 2 monsters only.

13. Upstart Goblin- Draw 1 card, then your opponent gains 1000 Life Points. (Period represents where eff ends.).

14. Skill DrainActivate by paying 1000 Life Points. The effects of all face-up monsters on the field are negated while those monsters are face-up on the field (but their effects can still be activated). (Period shows where the eff ends.).

15. Imperial Iron Wall- Neither player can banish cards. (period shows where eff ends.).
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PostSubject: Re: Lesson #1: Problem Solving Card Text (P.S.C.T), Punctuation    Fri Feb 19, 2016 7:52 pm

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PostSubject: Re: Lesson #1: Problem Solving Card Text (P.S.C.T), Punctuation    

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