The targeted card is free to be activated in chain to MST as long as it's spell speed 2, or 3.
You may replace your active Field Spell card with a new one, either Setting it or Activating it. Your old card is destroyed and goes to the graveyard. Replacing an active Geartown by Setting a second one is a focal combo in Geartown decks. If your opponent has a Field Spell card active, this is destroyed when you resolve a Field Spell card. However their active one is not destroyed if you just Set one, and neither is their Set one destroyed if you activate or Set one too.
Yes, there can only be one active at any one time. If you already have a Field Spell active, you can replace it with another, the first is destroyed when you activate the second. If the opponent has one, then it is destroyed when you Field Spell card resolves. Field Spell cards can be set while another is active. Since the rule only affects active Field Spells, set cards are not destroyed by your opponent setting or activating a Field Spell card.
No, flip effect activate when the card is flipped, which will be by Flip Summon, or being attacked, or flipped by an effect. Simply being destroyed while face down, will not 'flip' the monster.
regular spell cards can be activated only on your turn, quick play spell cards can be set then activated during your opponents or your turn, and spell cards with the infinity sign are treated like regular spell cards but stay on the field until it is destroyed traps cannot be activated from you hand they must first be set then activated on your next turn or your opponents turn knowing when to activate these spell or trap cards is tricky you have to know when to activate them or they will end up not helping you out at all
If your opponent had an active Field Spell Card, and you activate another Field Spell Card, the Earthbound Immortalwould not be destroyed.If you had an active Field Spell Card, and you activate another Field Spell Card, the original Field Spell Card is destroyed before you place the new Field Spell Card, therefore providing a gap between the time that there is a Field Spell Card, and when there is not. In this scenario, the Earthbound Immortal is destroyed.
The targeted card is free to be activated in chain to MST as long as it's spell speed 2, or 3.
The damage from Graverobber is applied when you activate the spell card.
Hope this helps: Yes... Spell Absorption can activate but if its like Solemn Judgement your not allowed (Negate the activation). But if its like Mystical Space Typhoon something like that... It would ordinarily work... There's something called "Priority", (It's not a card). It allows you to activate a Spell or Trap before its destroyed... Remember: Anything that says "NEGATE" no, your not allowed! Anything that says nothing about negating... its not destroyed... Hope that Helped! :)
Sometimes. It is an Optional Trigger so it can miss the timing. When an opponent activates a Field Spell card, your Field Spell Card is destroyed when the opponent's resolves. Your opponent's field spell card will resolve to the field, your Geartown will be destroyed, since the destruction was the last thing to happen, Geartown will Trigger. When you activate a new Field Spell Card over your own, your original one is destroyed when the new one activates. Geartown will go to the graveyard, then your new one will resolve to the field. Geartown misses the timing. If however you Set a new Field Spell Card, this doesn't use the chain. Geartown will be destroyed as above, and will also Trigger.
A Field Spell Card is destroyed when another Field Spell Card is activated or via an effect, such as Dust Tornado. If you activate a Field Spell Card while there is another already active on the field, your Field Spell Card will destroy and replace the existing one.
You may replace your active Field Spell card with a new one, either Setting it or Activating it. Your old card is destroyed and goes to the graveyard. Replacing an active Geartown by Setting a second one is a focal combo in Geartown decks. If your opponent has a Field Spell card active, this is destroyed when you resolve a Field Spell card. However their active one is not destroyed if you just Set one, and neither is their Set one destroyed if you activate or Set one too.
No. The only time it flips in being destroyed is when it is attacked by a monster. The flip effect will only work if the monster says "FLIP" in all caps and does not say if it is destroyed in battle that its Effect will activate.
No, if you activate a Spell card, you abide by the effect(s) stated on the card and carry them out.
Yes, there can only be one active at any one time. If you already have a Field Spell active, you can replace it with another, the first is destroyed when you activate the second. If the opponent has one, then it is destroyed when you Field Spell card resolves. Field Spell cards can be set while another is active. Since the rule only affects active Field Spells, set cards are not destroyed by your opponent setting or activating a Field Spell card.
Yes, Double Spell can be used to activate a Continuous Spell card.
No you cannot. Even if you set cards on your oppoent's turn, the rule for Traps is that they can only be activated during the turn after they are set. Once your turn rolls around you activate your new set card.