Chains & Timing

Spell Speed

The rating from 1 to 3 that decides what can respond to what. You may only chain an effect of equal or higher Spell Speed than the link you are responding to.

How it works#

Every effect carries a Spell Speed.

Speed What has it What it can respond to
1 Most monster effects, Normal / Field / Equip / Continuous / Ritual Spells Nothing — cannot be chained to anything
2 Quick Effects, Quick-Play Spells, most Traps Speed 1 and Speed 2
3 Counter Traps only Speed 1, 2 and 3

The single rule that follows from the table: you may only chain an effect of equal or higher Spell Speed to the current Chain Link.

Spell Speed 1 effects can only ever be Chain Link 1. They start chains; they never join one.

Worked example#

Your opponent activates Raigeki, a Normal Spell — Spell Speed 1, Chain Link 1.

You may respond with Solemn Judgment (Speed 3) or with Infinite Impermanence (Speed 2). Both are equal to or higher than Speed 1.

Your opponent now wants to respond to your Infinite Impermanence at Chain Link 2. Another Speed 2 Trap works. A Normal Spell does not — Speed 1 can never be added in response.

If you had used a Counter Trap at Chain Link 2, your opponent could only answer with another Counter Trap.

Common misconceptions#

Are all Traps Spell Speed 2?#

Almost. Normal and Continuous Traps are Speed 2; Counter Traps are Speed 3. That difference is what Counter Traps are for: once one is on the chain, only another Counter Trap can answer it.

Can a Quick-Play Spell be activated from the hand during your opponent's turn?#

No. Quick-Play Spells are Spell Speed 2, but from your hand you can only activate them during your own turn. To use one on your opponent's turn it must have been Set on a previous turn.

Is a Quick Effect the same as Spell Speed 2?#

Effectively yes. "Quick Effect" is the label for a monster effect with Spell Speed 2. Infinite Impermanence, Effect Veiler and Ash Blossom are all Quick Effects, so they work on your opponent's turn.

Does higher Spell Speed beat lower Spell Speed?#

No. Spell Speed governs what may join the chain, not which effect prevails. A Counter Trap does not overpower the card it answers; it simply gets to be added above it, and so resolves first. Once both are on the chain, each does exactly what its text says.

Interactions and rulings#

  • Mandatory trigger effects are Spell Speed 1 unless stated to be Quick Effects, so most cannot interrupt an opponent's chain.
  • Counter Traps form their own layer at the top of a chain. Once a Counter Trap is Chain Link 3, the chain almost always ends there.
  • Spell Speed is a property of the effect, not the card. A single card can hold effects at different speeds.

In Practice

The cases you will actually meet, and the cards that make them

Spell Speed 1 — starts a chain, never joins one

Normal Spells and most monster effects. You can open a chain with these on your own turn, but you can never add one in response to something else, which is what makes them useless as an answer.

Spell Speed 2 — Quick Effects and most Traps

The workhorses of interaction. They answer Speed 1 and Speed 2 on either player's turn, which is what makes hand traps playable at all.

Spell Speed 3 — Counter Traps only

Nothing else reaches this layer. Once one of these is on the chain the only legal response is another Counter Trap, so they answer negates that nothing else can.

Related Mechanics

Builds into

Last updated 9 August 2026