Goat format ruling
Curse of Darkness

Card effect (current official text)Each time a Spell Card is activated, immediately after it resolves, the player that activated it takes 1000 damage.
Rulings
- Curse of Darkness inflicts 1000 damage right after the Spell Card is activated, not when it resolves. If the Spell Card's activation is negated however, such as with Magic Jammer, then no damage is inflicted because the activation was negated.
- Curse of Darkness does not form a new chain and cannot be chained to. You can chain to the Spell Card itself, after Curse of Darkness inflicts its 1000 damage.
- When Curse of Darkness is applying, and you activate Double Spell, you take 1000 damage for activating Double Spell but not for the target of Double Spell, because it is not considered activated.
- If you send Curse of Darkness to the GY as part of the cost of Emergency Provisions, then Curse of Darkness is no longer on the field immediately after activation of Emergency Provisions, and Curse of Darkness' effect is not activated.
- You cannot chain to Curse of Darkness’s effect dealing 1000 damage, because it is a Continuous Effect. Naturally, you can still chain to the Spell Card, of course. This means that chaining the activation of Curse of Darkness (flipping it face-up) to the activation of a Spell Card will not inflict any damage because Curse of Darkness was not applying when the Spell Card was activated.
Rulings data courtesy of Format Library — formatlibrary.com. Spotted an inaccuracy? Flag it in the Goat forum — sourced change requests get reviewed.