Lesson 2 gave you the Chain in one paragraph. That is enough for a kitchen table. It is not enough for a modern Duel, where a single Summon can set off three responses from two players. This lesson works through Chains slowly, using the rules in Konami’s rulebook and its Fast Effect Timing guide.
Priority: who acts first
In every phase and step of your turn, you, the turn player, act first. The rulebook calls this priority. With priority you can either use it, by playing a card or activating an effect, or pass it to your opponent.
Two rules follow from that:
- After any activation, priority passes to the other player. They get the chance to respond before anything resolves.
- Before moving to the next phase or step, you pass priority. Announcing the end of a phase counts as passing, which is why your opponent can say “Before the end of your Main Phase, I activate this.”
That second rule is why saying your phases out loud matters. It is not a courtesy. It is how the game hands your opponent their window.
Spell Speed, from slow to fast
Every effect has a Spell Speed. You can respond to an effect only with Spell Speed 2 or higher, and never with a lower speed than the link you are responding to.
| Spell Speed | What has it | Can respond to |
|---|---|---|
| 1 | Normal, Equip, Continuous, Field, and Ritual Spells; Ignition, Trigger, and Flip effects | Nothing |
| 2 | Normal and Continuous Traps, Quick-Play Spells, monster Quick Effects | Speed 1 or 2 |
| 3 | Counter Traps | Anything |
Konami calls Speed 2 and 3 effects “fast effects.” They are the only ones either player can use on the opponent’s turn, as long as the card’s conditions are met.
Building a Chain
- Someone activates a card or effect. That is Chain Link 1.
- The other player may respond with a fast effect. That is Chain Link 2.
- Players keep alternating. Each new link must be Speed 2 or higher, and at least as fast as the link before it.
- When both players pass in a row, the Chain is complete.
Resolving a Chain
Resolve from the top down: the last link first, then the one below it, down to Chain Link 1. A link whose card has been removed or negated by a higher link may do nothing when its turn comes.
A worked example
Here is a common modern exchange, with real cards. Player A is the turn player.
- Chain Link 1. Player A activates a Normal Spell that adds a card from their Deck to their hand.
- Chain Link 2. Player B responds with Ash Blossom & Joyous Spring, discarding it from the hand. Its Quick Effect negates an effect that adds a card from the Deck to the hand.
- Chain Link 3. Player A responds with Called by the Grave, a Quick-Play Spell. It targets a monster in the opponent’s GY, banishes it, and negates its effects, including its activated effects, until the end of the next turn. Player A targets the Ash Blossom that Player B just discarded. (Called by the Grave became Forbidden in the Advanced Format on the October 19, 2026 list, but it is still legal in Genesys, and the Chain works the same with any answer.)
- Player B has nothing faster to add. The Chain is complete.
Now resolve backward:
- Link 3 resolves. Ash Blossom is banished, and its effects are negated.
- Link 2 tries to resolve. Ash Blossom’s activated effect is negated, so it does nothing.
- Link 1 resolves. Player A searches the card, as planned.
Notice what decided it. Player B’s response was fast enough to answer the Spell, and Player A’s answer was fast enough to answer the response. Discarding Ash Blossom was a cost, paid on activation. The rulebook is clear that costs are never refunded, even when the effect is negated.
What you cannot chain to
The rulebook lists actions that do not start a Chain, so nobody can respond to them with a Chain:
- Summoning a monster, including Synchro, Xyz, and Link Summons.
- Tributing.
- Changing a monster’s battle position.
- Paying a cost.
A Summon cannot be chained to. A few Counter Traps, such as Solemn Judgment, can negate a Summon as it happens, and their text says so. After a Summon happens, though, the turn player still has priority, and either player may then get a chance to activate a fast effect before the game moves on. Konami’s Fast Effect Timing chart walks through exactly who goes next after a Summon or a resolved Chain.
When several effects trigger at once
Sometimes two or more Speed 1 effects, like Trigger Effects, activate at the same moment. The rulebook builds those into one Chain in a fixed order: the turn player’s mandatory effects first, then the opponent’s mandatory effects, then the turn player’s optional effects, then the opponent’s optional effects. Lesson 16 comes back to this.
Habits that keep Chains clean
- Name the link. “Chain Link 2: Ash Blossom, negating your search.”
- Ask before you resolve. “Anything else?” closes the Chain politely.
- Resolve out loud, top down. Point at each card as it resolves.
Once these habits stick, Chains stop being scary and start being where Yu-Gi-Oh! gets interesting.
Next lesson
Extra Deck Summons by Hand: Synchro, Xyz, and Link Math
Next, Extra Deck Summons by hand: Synchro Levels, Xyz Ranks, Link Ratings, and which zone each one can land in.
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