Solemn Warning
Card Text: When a monster would be Summoned, OR when a Spell Card, Trap Card, or monster effect is activated that includes an effect that Special Summons a monster(s): Pay 2000 Life Points; negate the Summon or activation, and if you do, destroy that card.
Card Facts:
This very popular trap card is very versatile in its uses, but also gets confusing to newer players as to when Solemn Warning can be used properly, and examples of such times.
Solemn Warning have 2 separate activation requirements, which is a reason why it was so popular since its release in the booster set Duelist Revolution. The first activation requirement is "When a monster would be Summoned". This means, a monster was brought out onto the field outside of a chain. The following Summon types are included in this first activation requirement:
The second activation requirement is "when a Spell Card, Trap Card, or monster effect is activated that includes an effect that Special Summons a monster(s)". This is arguably where Solemn Warning gets a lot of its versatility and power; while coverage of this magnitude would require 2-3 cards, Solemn Warning provided a wide range of coverage giving duelists more room for other support cards. This second activation requirement covers the following:
This is actually where beginning duelists mess up on activating Solemn Warning. When a monster is Special Summoned by a Spell (e.g. Fusion Summoned by Miracle Fusion or Instant Fusion), Trap Cards (Special Summoned by Call of the Haunted or Return From the Different Dimension), or monster effect (e.g. Lonefire Blossom, Lumina, Lightsworn Summoner), you have to activate Solemn Warning immediately when the effect is activated and the cost is paid but BEFORE the effect resolves. While this may seem like a fundamental concept; however, when it comes to cards like Miracle Fertilizer and Valhalla, Hall of the Fallen you cannot used Solemn Warning if the card is already face-up on the field and its effect is activated.
Here is an example how Solemn Warning is used properly. For this example, the Turn Player controls a Lonefire Blossom and 2 Fluff Tokens (Plant-type, WIND, Level 1, 0 ATK, 0 DEF) in Defense position, and the opponent has a face-down Solemn Warning. Both Players have 2500 Life Points.
Card Facts:
- Card Type: Counter Trap
- Spell Speed: 3
- Activation Requirement(s): 2 (Separate)
- Cost: 2000 Life Points
- Set(s) Released: Duelist Revolution (Ultra Rare, Ultimate Rare), Number 10: Illumiknight Tin and Galaxy-Eyes Photon Dragon Collectible Tin (Super Rare), Legendary Collection 3 Mega Pack (Common).
- Current Forbidden/Limited List Standing: Limited
This very popular trap card is very versatile in its uses, but also gets confusing to newer players as to when Solemn Warning can be used properly, and examples of such times.
Solemn Warning have 2 separate activation requirements, which is a reason why it was so popular since its release in the booster set Duelist Revolution. The first activation requirement is "When a monster would be Summoned". This means, a monster was brought out onto the field outside of a chain. The following Summon types are included in this first activation requirement:
- Normal Summons (including Tribute Summon)
- Flip Summons
- All Xyz Summons
- All Synchro Summons
- Cards with Special Summoning conditions like Black Luster Soldier - Envoy of the End, Dark Armed Dragon
- Continuous Special Summon effects like Machina Fortress, Red-Eyes Darkness Metal Dragon, Cyber Dragon, Grapha, Dragon Lord of Dark World
- Fusion monsters like Chimeratech Fortress Dragon, Gladiator Beast Gyzarus, Armityle the Chaos Phantom.
The second activation requirement is "when a Spell Card, Trap Card, or monster effect is activated that includes an effect that Special Summons a monster(s)". This is arguably where Solemn Warning gets a lot of its versatility and power; while coverage of this magnitude would require 2-3 cards, Solemn Warning provided a wide range of coverage giving duelists more room for other support cards. This second activation requirement covers the following:
- All monster effects that activate which involves a Special Summon like Battle Fader, XX-Saber Emmersblade, Junk Synchron, Jurrac Guaiba, and Gravekeeper's Spy.
- All Ritual Summons
- All Fusion Summons via a Spell or Trap card.
- All Normal, Quick Play, and Equip Spells that involve a Special Summon.
- The activation of all Continuous Spell cards that involve an effect to Special Summon.
This is actually where beginning duelists mess up on activating Solemn Warning. When a monster is Special Summoned by a Spell (e.g. Fusion Summoned by Miracle Fusion or Instant Fusion), Trap Cards (Special Summoned by Call of the Haunted or Return From the Different Dimension), or monster effect (e.g. Lonefire Blossom, Lumina, Lightsworn Summoner), you have to activate Solemn Warning immediately when the effect is activated and the cost is paid but BEFORE the effect resolves. While this may seem like a fundamental concept; however, when it comes to cards like Miracle Fertilizer and Valhalla, Hall of the Fallen you cannot used Solemn Warning if the card is already face-up on the field and its effect is activated.
Here is an example how Solemn Warning is used properly. For this example, the Turn Player controls a Lonefire Blossom and 2 Fluff Tokens (Plant-type, WIND, Level 1, 0 ATK, 0 DEF) in Defense position, and the opponent has a face-down Solemn Warning. Both Players have 2500 Life Points.
- The Turn Player activates the effect of Lonefire Blossom, tributing one Fluff token for the cost of the effect.
- The Opponent Turn activates Solemn Warning, paying 2000 Life Points for the cost. No other cards are activated in this chain.
- The chain resolves backwards, Solemn Warning negates the activation of Lonefire Blossom's effect and destroys Lonefire Blossom.
- The Turn player is left with 1 Fluff token and the opponent only has 500 Life Points left.
FAQ Regarding "Solemn Warning"
- Can I Special Summon a monster who Summon was negated by Solemn Warning from my Graveyard? The only way you can Special Summon a Monster, from your graveyard, whose Summon was negated by Solemn Warning ONLY if it was able to be Normal Summoned (aka doesn't have an effect that prevents you from Normal Summoning it or Normal Setting it).