Talk:Overstand!/@comment-5397676-20150201034334/@comment-4764137-20150201060949

Tachi...

About that, I can explain that really fast. Let's make our own example. You're looking to kill an opponent's monster, so you cast a spell (Let's make it Pillar of Fire). In response to your Pillar of Fire, your opponent casts a Counter! Magical Goodbye! The monster you targeted is going to be returned to their hand. Casting another Pillar of Fire on it now (or any OTHER Counter spell) is illegal. The effects must resolve. The monster returns to the opponent's hand, and your Pillar of Fire fizzles. You may NOW start a new chain which would fit with the current timing. So you decide to keep the pressure going and start a new chain then and there, casting Dungeon Explosion!! Your opponent can respond with Abra Cadabra, nullifying your card! They resolve, and you have nothing else to play in the current timing, so you give it over to your opponent, who responds with Speed Summon! Dragowizard, Qinus Axia from hand to the center! They choose to use Qinus Axia's skill to deal 1 damage to you, but you cast! Dungeon Pit! It may enter the field, but it's at Rest, now. (The last part's kinda dumb, admittedly, but it was a demonstration of what's legal.)  All of this is at the same timing, different chains... Remember, no chain may have more than 2 cards or abilities, but let's say that this is at the "When you deal damage" timing, which is not during the "In Battle" game state. You cast Overstand! because you dealt damage (Let's say, 3 damage, gain 3 gauge), and your opponent decides to activate a counter also, Bold Retaliation! They also gain 3 gauge for taking 3 damage. Bold Retaliation resolves first, then Overstand! You may now play another card or ability with the "When you deal damage" timing, and your opponent may play another card or ability in response with the "When you are dealt damage" timing, meaning you can use another Overstand!, and they can use another Bold Retaliation. Think of it like this... The game enters a state of limbo, the last action (damage being dealt) remaining the last action to have happened until every desired response has been played. Only after neither player has a desire to play another card does the game's "clock" return to normal and the game move forward.