Cardfight Coalition

Double Summon List – or, “How does this Normal Summon effect work?”

Hi folks. This is actually Redshift, not Dan, here to help you understand effects that let you Normal Summon more than once per turn. A few popular Decks use these effects, so it’s a good idea to know how they work.

Updated: October 16, 2022

The purpose of this post is to go over all the different ways you can have more than one Normal Summon or Set per turn, and how they interact with each other. Players like to ask “do my Tensus stack?”, or “can I stack Castor and Kerykeion?” If you are one of those players, read this.

So basically, by looking at rulings, we can sort these effects into three groups with a common set of rules.

Group 1
Chain Summoning
Double Summon
Floowandereeze & Snowl
Floowandereeze and the Scary Sea

What these cards do is adjust the normal limit on how many Normal Summons/Sets you are allowed to make in a turn. It’s like how monsters can usually attack only once per Battle Phase, but monsters like Cyber Twin Dragon can attack twice normally. These cards set the limit to a fixed number. If you play Double Summon, this changes the number from 1 to 2. If you play Chain Summoning, this changes the number from 1 to 3. This means that you cannot play 2 copies of Double Summon in the same turn. If you play Chain Summoning after playing Double Summon earlier that turn, you still get 3 total (the bigger number of the two), but not 5. These Group 1 effects will stack with Groups 2 and 3 (soon-to-be-mentioned), but not with each other.

Group 2
Ancient Chant
Angel O1
Aromage Jasmine
Atlantean Heavy Infantry
Balancer Lord
Blackwing – Nothung the Starlight
Brain Research Lab
Bridge of the Heart
Card Advance
Cartorhyn the Hidden Gem of the Seafront
Catalyst Field
Circle of Faerie
Constellar Leonis
Constellar Pollux
Dark Beckoning Beast
Dverg of the Nordic Alfar
Eidos the Underworld Squire
Evilswarm Castor
Fire Formation – Tensu
Gem-Knight Seraphinite
General Grunard of the Ice Barrier
Ghostrick Mummy
Gouki Thunder Ogre
Ice Knight
Imduk the World Chalice Dragon
Karakuri Komachi mdl 224 “Ninishi”
Knightmare Goblin
Laser Qlip
Laval Archer
Legion the Fiend Jester
Madolche Salon
Maginificent Magikey Mafteal
Mausoleum of White
Mithra the Thunder Vassal
Noble Knight Custennin
Performapal Hip Hippo
Photon Emperor
Red-Eyes Retro Dragon
Rescue-ACE Headquarters
Ritual Beast Tamer Elder
Scrap Raptor
Serenade the Melodious Diva
Simorgh, Bird of Beginning
Starry Knight Sky
Steelswarm Gatekeeper
Swap Frog
Symphonic Warrior Miccs
Synchron Carrier
Triamid Hunter
U.A. Hyper Stadium
Vampire’s Domain
World Legacy – “World Key”
Yosenju Kodam

That’s quite a list, isn’t it? These effects give you 1 additional Normal Summon (or Set) between all of them. That means they don’t stack with each other. However, they do stack with Group 1. For example:

● If you activated Card Advance, and control a Fire Formation – Tensu and Gem-Knight Seraphinite, you can only use 1 of those three cards’ extra Normal Summon/Sets. Once you do, you cannot use the other 2 cards’ Normal Summons/Sets the same turn, since you already “gain[ed] this effect once per turn”.

● If you activated Double Summon (a Group 1 card) and the effect of Swap Frog (Group 2), you can Normal Summon/Set twice normally, and also Normal Summon a “Frog” monster.

You are not forced to perform these Normal Summon/Sets in any certain order. For example, you can play Fire Formation – Tensu at the start of your turn, and use the additional Normal Summon granted by it to Normal Summon something like Brotherhood of the Fire Fist – Bear. Then, even if Tensu isn’t on the field anymore (possibly due to Bear), you still have your regular Normal Summon/Set for that turn.

Group 3
Arcana Reading
Bahalutiya, the Grand Radiance
Beetrooper Armor Horn
Blackwing – Simoon the Poison Wind
Capricious Darklord
Chronomaly Temple – Trilithon
Constellar Sombre
Cosmic Slicer Zer’oll
Counter Gate
Cry Havoc!
Cyberdark Inferno
Cyberdark Realm
Cynet Optimization
Dark Advance
Disciples of the True Dracophoenix
Doodle Beast – Tyranno
Ehther the Heavenly Monarch
Elborz, the Sacred Lands of Simorgh
Escalation of the Monarchs
Evilswarm Kerykeion
Fairy Tail Tales
Floowandereeze & Eglen
Floowandereeze & Empen
Floowandereeze & Robina
Floowandereeze & Stri
Floowandereeze & Toccan
Floowandereeze and the Dreaming Town
Floowandereeze and the Magnificent Map
Free-Range Monsters
Gemini Summoner
Gizmek Yata, the Gleaming Vanguard
Harpie Dancer
Hi-Speedroid Rubber Band Shooter
Joker’s Straight
Mecha Phantom Beast O-Lion
Necrovalley Throne
Proof of Pruflas
Ritual Beast Ulti-Kimunfalcos
Ruddy Rose Witch
Samsara Dragon
Simorgh, Bird of Perfection
Soul Crossing
Soul Energy MAX!!!
Summon Dice
Supermagic Sword of Raptinus
The Weather Forecast
Thunderspeed Summon
True Draco Apocalypse
True Draco Heritage
True King’s Return
Ultimate Offering
Vampire Ghost
Yosenju Kama 1
Yosenju Kama 2
Yosenju Kama 3

Last but not least, this group of Normal Summons/Sets has no limits*. You can stack them with each other, and Groups 1 and 2. You can spam the field with Ultimate Offering’s effect, and/or use the HUNDERs’ effects to swarm the field from your hand. However, these Normal Summons/Sets are unique since you must immediately conduct them when the Normal Summon/Set effect resolves. You cannot decide to wait until later in the turn to Normal Summon/Set, unlike Groups 1 and 2.

* Some of these Normal Summon/Set effects can only be activated once per turn, such as Constellar Sombre, Harpie Dancer, and Necrovalley Throne. So technically there can be limits. But this doesn’t prevent you from using other Group 3 cards for more Normal Summons/Sets.

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