Gate Guardians bugs

  1. Several bugs with the newly programmed cards
    Several new Gate Guardian cars don’t work as they should.

  2. Fusion summoning, effect activation, effect resolution
    *All Gate Guardian fusion monsters can be summoned by using pieces from your hand. If I understand them correctly, they have to be on the field.
    *Gate Guardian of Wind and Water doesn’t offer negation when an opponent activates a spell card (in my case, Brain Control targeting my Labyrinth Heavy Tank and Swords of Revealing Light) It did work on Mirror Force and Dimensional Prison. Might be just spells that are the problem.
    *Gate Guardian of Water and Thunder effect resolves without offering to target an opponent’s monster or lowering of any monster’s ATK.
    *Labyrinth Wall Shadow blocks monsters from attacking the first turn even if they are level 5 or higher. Also, it allows the destruction of your opponents monster after you select and put a sanga/kazejin/suijin in you spell trap zone and it allows you to target face-down monsters. It should only at the start of your opponent’s battle phase. Not sure if face downs are valid target.

  3. What OS are you using
    [Windows-10 / Android]

2 Likes

true, I’ve lost a match only for that, it’s strong as hell rn with these bugs

Hi, I tested the Gate Guardians cards and I found some other bugs.
Labrynth Heavy Tank can destroy a monster while there is no “Labyrinth Wall” card on the field.
Shadow Ghoul of the Labyrinth seems to be unable to use his Graveyard effect when an opponent monster battles.
Gate Guardians Combined can not special summon Gate Guardian from the Main Deck.
Gate Guardian of Wind and Water seems to be able to negate only Spell and Trap cards that were on the field before their effect is activated cause I can not negate Infinite Impermanence when activated from the hand and I can negate the effect of Labyrinth Wall Shadow when the opponent try to place a card in their Spell & Trap zone.
For now that are the only bugs you didn’t post that I found and I hope I was able to help you.

1 Like

Yeah, I think someone misunderstood Gate Guardiand of Wind and Water as Spell/Trap card on the field when it’s actually Spell/Trap or card on the field.

I’ve had a thread in the discord for the past couple days about this:

"Gate Guardians Combined should be able to use materials you control, from the hand, and from the GY, but currently doesn’t use cards from the GY.

Gate Guardians Combined’s floating effect to float into a level 11 or lower “Gate Guardian” card is not correctly applying the level restriction, allowing it to float into another copy of itself.

Thunder and Wind, Wind and Water, and Water and Thunder should only use cards you control as material, but currently can also fuse from the hand.

Water and Thunder’s effect to target an opponent’s monster and lower its attack to 0, Once per Chain, Once per turn, currently asks for no target and resolves without effect. It can even chain to itself.

Labyrinth Wall Shadows effect preventing monsters from attacking the turn they are summoned unless they are level 5 or higher currently doesn’t account for the level and prevents all monsters from attacking the turn they are summoned.

Labyrinth Wall Shadow’s destruction effect is activating after placing a Sanga/Kazejin/Suijin in the backrow instead of during the start of the battle phase. Its also ignoring its attack point requirement.

Labyrinth Heavy Tank’s destruction effect is only supposed to trigger when a “Labyrinth Wall” card, such as the field spell is in play, but currently does not require that.

Shadow Ghoul of the Labyrinth’s effect “At the start of the Damage Step, if your opponent’s monster battles, while you control a “Labyrinth Wall” card: You can banish this card from your GY; destroy that opponent’s monster.” does not activate, even while Labyrinth Wall Shadow is in play. It seems to lack set data for cards with “Labyrinth Wall” in there name. (of which there are 2. the OG normal monster and the new field spell.)"

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I believe they fixed the Labyrinth Wall Shadow preventing lv. 5 or higher monster from attacking on the turn they were summoned

*All Gate Guardian fusion monsters can be summoned by using pieces from your hand. If I understand them correctly, they have to be on the field.

  • Fixed

*Gate Guardian of Wind and Water doesn’t offer negation when an opponent activates a spell card (in my case, Brain Control targeting my Labyrinth Heavy Tank and Swords of Revealing Light) It did work on Mirror Force and Dimensional Prison. Might be just spells that are the problem.

  • Fixed

*Gate Guardian of Water and Thunder effect resolves without offering to target an opponent’s monster or lowering of any monster’s ATK.

  • Fixed

*Labyrinth Wall Shadow blocks monsters from attacking the first turn even if they are level 5 or higher. Also, it allows the destruction of your opponents monster after you select and put a sanga/kazejin/suijin in you spell trap zone and it allows you to target face-down monsters. It should only at the start of your opponent’s battle phase. Not sure if face downs are valid target.

  • Fixed
  • Gate Guardian of Wind and Water
    “Kazejin” + “Suijin”
    Must be Special Summoned (from your Extra Deck) by banishing the above cards you control. Once per Chain, when your opponent activates a Spell/Trap Card or effect on the field (Quick Effect): You can negate that effect. You can only use this effect of “Gate Guardian of Wind Water” twice per turn. If this face-up Special Summoned card in its owner’s control leaves the field because of an opponent’s card: You can Special Summon 1 of your banished “Kazejin” or “Suijin”.

If I’m not mistaken, this should include activated monster effects on the field. In my tests, I could negate those. (Example - Vision Hero Vyon effect: Once per turn: You can banish 1 “HERO” monster from your GY; add 1 “Polymerization” from your Deck to your hand.)