User blog comment:ArmorDragoWizardDrum/SDW Deck Help: URGENT!/@comment-25004901-20160125061804/@comment-10780019-20160125210606

Okay. I understand what's going on now. I'm going to give you a more detailed rundown on where you are confused, and it all goes back to not understanding what a playtiming is, still. Here's the first few points I'd like to make.

Quoted from you:

[    To make something clear, no, my contact has not s'''pecifically stated that the abilities we are talking about are Continuous. That's why I said I am going to send a specific email about this specific situation.'''

What they did do was show me phrases to look for and one of them is '''"When this card attacks/If this card attacks". I am saying that it is Continuous, because it says "Abilities which activate “when this card attacks/link attacks” and “when this card is attacked”will be resolved here as well." ]'''

My response to this:

This means that you're interpreting the rules in a way to account for something that can't exist, multiple playtimings during battle. This shows that you don't know what a playtiming is in the context of this situation. Something that many of the rulings individuals struggle with as well.

Quoted from you:

[  If they have the same language and Drum's card, how could they use more than one ability in a Play Timing?   ]

My Response:

Again, this shows that you don't understand what a playtiming is.

Let's pause for a moment and break down what happens during a single playtiming.

Tetsuya will be performing a link attack with Quenwei against a Ladis the Tyrant for this example. This is all in one playtiming.

In this case, "1a." is equivalent to the first chain in the playtiming.

0.  Turn player has two automatic abilities that go on the stack. Tetsuya's link attack ability and Quenzwei's link attack ability.

1a. Turn player chooses one of his automatic abilities that have triggered and chooses to activate it.

1b. Turn player chooses Tetsuya's skill. He targets Quenzwie to gain [Double Attack].

1c. Non-turn player may respond with a [Counter]. They choose not to do so.

1d. Resolve Tetsuya's ability. Quenzwei gains [Double Attack].

2a. Turn player has only one automatic ability left to resolve.

2b. Quenzwei's ability to gain [Penetrate] activates.

2c. Non-turn player may respond with a [Counter].

2d. Non-turn player uses Wrath Trigger, targeting Ladis the Tyrant.

2e. Wrath Trigger resolves. Ladis now has a continuous effect that will prevent its destruction once this turn and gains [Counterattack].

2f. Quenzwei's effect resolves and he gets [Penetrate].

3a. Turn player may choose to use a [Counter], as all automatic abilities have resolved.

3b. Turn player chooses to cast Pillar of Fire on Ladis the Tyrant.

3c. Non-turn player has already used their [Counter] this battle and may not use another.

3d. Ladis the Tyrant is destroyed. 3d1. Ladis' continuous effect to prevent destruction from Wrath Trigger completely resolves during Pillar of Fire's resolution.

4a. Turn player has no automatic abilities left and cannot use a [Counter].

4b. Non-turn player has no automatic abilities left and cannot use a [Counter].

PLAYTIMING ENDS NOW.

All of that is a single playtiming. It doesn't contradict the one-counter per battle rule, and Bushiroad has confirmed that this is how battle works.

The only reason there is any confusion is because they're called 1, 2, 3, and 4 in my example playtimings and they're calling the whole thing 1-4 a playtiming. That's why I call each of 1, 2, 3, and 4 chains and the whole thing a playtiming.

Bushiroad's comprehensive rules also line up with this, showing us that a playtiming doesn't end until neither player uses an ability.

I hope this clears up the confusion here. You can use a pseudo-infinite amount of abilities in battle, creating as many chains as you need to. There's just a limitation on one total playtiming and one [Counter] per battle.