Is It Possible To Set Field Spells?

Field Spell Cards are a type of spell card that can be activated or set from the hand in the player’s Main Phase and can be activated in the same turn they are set. They feature the default Spell Card Spell Speed of Spell Speed 1. Field Spells can affect both players or only their controller, and can be used to remove the effects of previous field spells. For example, if you draw 2 Chicken Game, you can activate 1 and use its draw effect before setting your second one to do damage.

Set Rotation is a short print common in MACR that allows you to set two Field Spells with different names from your deck to the two Field Spell Zones. Field Spell Cards must be placed in the Field Zone. Since March 21st 2014 for the OCG and July 10th 2014 for the TCG, both players can control a single Field Spell Card. In modern Yu-Gi-Oh, drawing the right field spells can now make the difference between winning and losing the game.

Field spells have been present since the beginning of dueling and remain as prominent today as they were in dueling’s origins. Unlike most other cards, Field Spell Cards can be activated or set at any time during the main phase, and any card currently occupying that Field Spell Card Zone is destroyed.

A player can activate or set a Field Spell Card at any time during their Main Phase, but they cannot use a Quick-Play Spell card the same turn it is set. Two Field Spell Cards can be activated as long as the other is not active. With a chainable activation by being a Quick-Play Spell, “Set Rotation” will pick two different Field Spells from the player’s Deck and set them on each other.


📹 Yugioh Rule Book | How Do Spell Cards Work | Negated Activation and Resolving Without Effect

In this series I am going to go over the contents of the yugioh rule book. Additionally I’ll be addressing things not in the rule book …


Does the field spell get destroyed?

The text presents an analysis of the traditional regulations that governed the GX/5DS era, wherein a singular player was permitted to direct the actions of a field spell. Upon the activation of a new spell, the previous one was rendered inoperable. The text raises the question of whether a player could play a field spell of their own, given that their own would be destroyed or prevented from activating a new one. The post is archived, and no further comments or votes are permitted.

Do field spells need to be face up to resolve?

A player is permitted to activate or set a Field Spell Card during their Main Phase. In the event that an existing card is present within their designated field zone, said card is to be relocated to the graveyard first. Similarly, field spells, like continuous spells, must remain on the field until they are resolved. Consequently, their effects are not applied if they are destroyed before they can be resolved.

Can you have 2 field spells in Yugioh?

Field Spells are similar to Continuous Spells but go in the Field Zone instead of the Spell/Trap zone. Players can only activate one Field Spell per Zone, but can replace it with another, sending it to the Graveyard. This change was made in 2014. Equip Spells are similar to Continuous Spells but must be activated by targeting a Monster. If the attached Spell is destroyed, so is the Equip Spell.

Can you destroy your own field spell?
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Can you destroy your own field spell?

The text discusses the concept of activation and self-destructing in the game of Magic. It asks whether one must destroy their own field spell before allowing their opponent to activate another one from their hand. The question is whether the opponent’s field spell must be destroyed before the new one is activated, even if the negation occurs afterwards. The text also discusses the timing of field spells, specifically when a field spell card is activated and the opponent already has a field spell in play.

It suggests that if the opponent’s field spell is destroyed before the new one activates, the “Malefic Red-Eyes Black Dragon” card is destroyed. However, if the opponent’s field spell is destroyed after the new one activates, the “Malefic Red-Eyes Black Dragon” card is not destroyed. The text emphasizes the need for clarification on this topic to ensure clarity and accuracy in the game.

Can you chain a field spell?

Field Spell Cards are placed on the Field Spell Card Zone and can only be in play face-up at any time. If one is already active and another is activated, the previous card is destroyed. You can set a Field Spell Card at any time during your main phase, but any card currently in that zone is destroyed. Setting a card does not start a chain, but playing or flipping a set card does. The effects of Field Spell Cards do not start a chain.

Can you activate a spell you just set?

A turn may be initiated from one’s own field during one’s opponent’s turn, provided that said opponent is situated on one’s field for a minimum of one turn or within one’s hand.

Do field spells start a chain?

Field Spell Cards are placed on the Field Spell Card Zone and can only be in play face-up at any time. If one is already active and another is activated, the previous card is destroyed. You can set a Field Spell Card at any time during your main phase, but any card currently in that zone is destroyed. Setting a card does not start a chain, but playing or flipping a set card does. The effects of Field Spell Cards do not start a chain.

Do field spells stay on the field?

A player is permitted to activate or set a Field Spell Card during their Main Phase. In the event that an existing card is present within their designated field zone, said card is to be relocated to the graveyard first. Similarly, field spells, like continuous spells, must remain on the field until they are resolved. Consequently, their effects are not applied if they are destroyed before they can be resolved.

Can you set field spells?

A player can activate or set a Field Spell Card during their Main Phase, with existing cards sent to the Graveyard first. Field Spells must remain on the field to resolve, so their effects are not applied if destroyed before they can resolve. In the Yu-Gi-Oh! ARC-V anime, Action Field Spell Cards are introduced, created with the “Solid Vision with Mass” effect. Two Field Spell Cards can be activated as long as the other is an Action Field Card. In the Yu-Gi-Oh! Tag Force video games, Field Spell Cards can produce animations on the Playing Field, such as a soaring bird for “Rising Air Current”.

Can you set a field spell face down in Yugioh?
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Can you set a field spell face down in Yugioh?

In a Yu-Gi-oh! Duel, each zone has specific cards that can be placed. The Field Card Zone is where Field Spell Cards can be activated face-up or set face-down. A Field Spell does not count towards the player’s Spell/Trap maximum. The Monster Card Zone is where all monster cards are placed, and only 5 monsters can be on the field at a time. The Extra Deck Zone, formerly known as the Fusion Deck Zone, is where Fusion, Synchro, and Xyz monsters are placed when not in use.

The Graveyard is where Spell or Trap cards are used, discarded, or destroyed. The Spell/Trap Card Zone is where all your Spells and Traps go. To activate a Spell or Trap card, place it in a spell/trap card zone and then place it in your Graveyard. You can only have 5 spells/traps on the field at any given time, except for Field Spell. The Main Deck Zone is where your deck is placed face-down. If a card effect allows you to grab a card from your Main Deck, it is shuffled and placed back face-down.

Can you activate the field spell set by set rotation?
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Can you activate the field spell set by set rotation?

Set Rotation is a Quick-Play Spell that sets two Field Spells from your Deck to the field, with one going to each side of the field. While either card remains set on the field, neither player can activate or Set other Field Spells. This was strong for setting a key Field Spell for your Deck to your field while setting something like Gateway to Chaos or Oracle of Zefra to the opponent’s Field. However, it was limited to 1 due to the need for two Field Spells in your Deck.

Set Rotation is currently limited in both OCG and TCG territories. Its effects make it clear that on activation, you set two Field Spells with different names from your deck to each side of the field. Both players must activate both cards eventually to place new ones. The card’s nastiness is twofold: it’s effectively another Field Spell searcher, albeit at the cost of running a garnet to give to your opponent.

Moreover, you can give your opponent a crappy Field Spell that they won’t want to use if they can’t delete it immediately. Summon Breaker is aggravatingly annoying, and Secret Village of the Spellcasters will effectively hog their Field Zone unless they have a Spellcaster. Putting a card on your opponent’s field can troll them out of activating Infinite Impermanence or summoning monsters like Kashtira Fenrir, which require empty boards. Ashened can weaponize Set Rotation in a fair way, giving your opponent Obsidim, the Ashened City, while giving yourself something like the newly-unbanned Chicken Game for a free draw.

Set Rotation is a simple but menacing card, though the nature of garnets prevents it from seeing widespread play.


📹 Top 10 Worst Field Spells in YuGiOh

Field spells that not be very good probably –Cards in video– 10-Hexatellarknight 9-Fortissimo the mobile Fortress 8-Noble …


Is It Possible To Set Field Spells?
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  • A few corrections – I misread knights of the round table 2 times. Its counts cards on the field as well as in the GY for gaining its effects which does make it a little easier to pull off. Also its 2nd effect only allows you to equip an equip card from your hand and not GY, which is not a good effect. So it still deserves to be on the list, just ignore the praise I give to its 2nd effect for being decent. I swear I read the card multiple times to make sure I got it wrong, so I’m kinda surprised I missed the mark so badly. Also my special mentions for the field spells that didnt make the list include.. -The Nordic Lights – Offers battle protection at the cost just nuking your monsters if its destroyed. -Shrine of the Mist Valley – There’s another field spell that does what its trying to do but better. -XYZ territory – Offers atk boosts to XYZ monsters only, but can protect itself by using xyz materials. Honestly thought this card was too good to be on the list. -Summon Breaker – Summon 3 monsters and it ends your turn. Not half bad floodgate protection but other cards do a better job. A little too decent to be on the list. -Realm of Light – Shitty atk gains for lightsworn monsters. But at least it protects itself -Iron Core Specimen Lab – This one seems decent on the surface, but doesn’t support its archetype very well. Again, too good to make the list.

  • The IDEA behind WattCastle is solid, and would actually work as long as you and your opponent are just playing 100% casually. The idea is, of course, that you’re trying to force your opponent into have such low attack, that they’re unable to deal with the Watt monsters after a few battle phases. I managed to use a Watt deck pretty effectively against a friend and it’s one of the few archetypes either of us use in our casual games.

  • In the anime, Fortissimo the Mobile Fortress allowed you to summon any level 4 or below Machine monster from your hand, which is actually a decent effect. It isn’t exactly good, especially not for a field spell, but that makes it work on many, many more monsters than what it does in reality, and could possibly make it too good for the list.

  • The “equip from grave” effect is on the Noble Knight XYZ monsters when they are summon, which is kind of stupid because they can re-equip themselves to another Noble Knight monster when sent to the graveyard in the first place. The field spell is too damn slow to help its own archetype, because swarming isn’t exactly something NKs are good at, let alone achieve very well with a perfect opening hand or top decking the exact thing they need. It’s a lore archetype and it shows. In order to even use any of the effects of the field spell, you have to either stall for as long as possible or go against a slower archetype, it’s a fucking joke really.

  • I’m a master of the Watt archetype. Wattcastle actually isn’t quite as bad as you’d think… remember that it also works using Wattdragonfly (I normally use it to bring out the level 4 Watts in my deck). It cuts their ATK so that they can’t get past your level 4 Watts, and even then if they get destroyed I can just bring them back using Wattkeeper and synchro summon for Wattchimera or Watthydra.

  • Malefic World is useable if you have Malefic Territory, a Continuous Spell Card. Malefic Territory allows you to place it from your deck as well as allows multiple Malefic Monsters to be on the field at the same time and lets them all attack rather than only having one attack. With this out, having Malefic World’s effect is actually good because you can essentially get a beat stick boss monster for free without much of a cost, as you ensure you get a card you can actually make use of rather than hope you get something good in a Draw Phase. Definitely good in a disadvantage state. It’s still kind of dumb that all of the good synergy comes from the continuous spell but I guess it was for balancing? I don’t know.

  • As someone who loves Watt decks, I can relate to Wattcastle. It CAN be good, but it’s based on what kind of deck your opponent has, making it too situational. The problem I’ve always had with it is that people can just tribute out and special summon back, use it as a material for an Xyz/Fusion, turn their monster face down with things like Book of Moon and immediately turn it face up (which recovers their original attack), etc. Definitely agree that I’d rather have Luminous Sparks, or even something like Umi.

  • Sanctuary in the Sky is a good field spell, considering the archetype it supports, The Agents + Master Hyperion, are Light Fairys that have a few cards that rely on having higher life points than your opponent. Not to mention, unless your opponent is playing Exodia, Destiny Board, Final Countdown, Jackpot 7, or any other abstract win condition, they HAVE to get rid of Sanctuary in the Sky or your monsters. And if you have cards like Gellenduo, Marshmallon, or any other high leveled Fairy monster, it is a pain to deal with (Archlord Krysta for example).

  • With the A-Zone, its not that big of a problem in my experience since most ‘Alien’ archetype monsters have the “If a monster with A-counters attacks an Alien monster it loses 300 atk/def” effect that you’re bound to have at least one of them on the field face-up; and given the effect those monsters have stacks for each A-counter (ie: if a monster has three a-counters and you have Alien Kid on the field, the attacking monster loses like 900 attack), it doesn’t matter if some monsters don’t have the attack lowering effect. You only really need one alien monster with that lowering effect for it to work, and giving A-Zone the blanket effect you described would make it too overpowered.

  • I run superheavy samurai, and I can tell you Acidic Downpour would not be great. In fact I wouldn’t run any spells/traps at all except Sekka’s Light as it can make an easy +2. Also Superheavy Samurai monster conditions are only that no spells and traps are in the GY before activating their effects– Sekka’s Light banishes itself to basically do a wrong order variant of Graceful Charity. The only stipulation being that I can’t activate any spell cards with a different name during that duel is nothing considering it is the only spell I would run. I would also run Moon Mirror Shield in my Superheavy Samurai too, as a side deck item, as Moon Mirror Shield can allow me to get over ridiculously high attack monsters, such as Blue Eyes Chaos Max Dragon, Ancient Gear Chaos Giant, etc. I know the archetype has built-in support to make essentially homebrew “union monsters” for extra defense to use in battle, but I like to put the spell cards in my side deck just in case. An extra 3 cards to have ways around big beasties adds peace of mind.

  • I think with the a counter spell card, if they did do the 300 per as you suggested, then it’ll probably stack with alien monsters, thus causing a really broken mechanic. Something with just 2 a counters would lose 1200 attack if an alien monster was battling it (that had its effect), and so on and so forth.

  • Seems like you misread Round Table’s effect, as the main negative you pointed out (requiring setup) isn’t really true as the field counts cards in the grave AND the field, including itself, meaning you only need two other Noble Knights in play to use the first effect – easily doable with almost any hand in a decent build. What’s more, there are two Noble Knights (Black Laundsallyn and Eachtar) who are effectively searched by dumping them due to their summoning effects working in the grave, as well as other possibilities such as dumping Gawayn to recover with Gwalchavad. Also the Noble Knights in general don’t actually want their equips in the grave, as they have few cards that can recover them outside of the XYZ, so outside of not being able to send Gwenhyfar (and in a pinch Excaliburn) not being able to send the equips isn’t really a problem. That’s not to say the card is amazing by any means. The second effect which you praised for recovering the equip spells doesn’t actually do that – it equips them from the hand, making the effect only really useful for summoning something to use with Merlin’s grave effect. Which brings me to the biggest problem with Round Table: its effects only work during the end phase. I’m firmly of the belief that Round Table isn’t one of the worst fields in the game, but that restriction does stop it being great. It just makes it too slow for most builds, requiring you to wait a turn before you can actually use the cards you’ve manipulated (unless you resolve the 3, 9, and 6 effects in succession, which I have done on occasion).

  • Watts are my favorite archtype, and I agree on Wattcastle. Theres also other support cards for them that I don’t use. 1. Wattkey: only lasts for one turn. which allows any face up “watt” monster i control to attack directly. but most of the time the only watts face up on my field are ones that can attack directly, as others are bait. 2.Wattcine: can only go on lvl 3 or lower “watts” monsters and the effects are negated. It would be best on Wattwoodpecker, but I don’t run it. 3. Wattcancel: It may seem good, knowing it can negate any summon, but the fact I have to discard a Watt monster makes it less appealing. besides, solemn judgement and solemn warning are far better. 4000/2000 life points is a small price for salvation.

  • Man these field spell need to be errata atleast. Some these cards don’t even look like field spells. 1.Hexatellarknight would be good if it says tellarknight are uneffect by your opponent spell and trap effects while they have xyz material. 2.fortissimo the mobile fortress. If a mellors monster is destroyed by battle or by card effect you can target 1 card on the field destroy it. If this card is destroyed you look at your opponent extra deck banish up to 3 sycnhro monsters up to thr number of meklord monster in your GY with a different name. 3.noble round table is fine. 4. Wattcastle watt monsters cannot de destroy by battle.if a watt monster is sent to the field to the GY you can target 1 card your opponent controls destroy it. 5. Malefic world. You can return 1 card from your hand to the bottom of your deck if you do you can destroy 1 spell or trap card on the field and if you do draw 1 card. If a card is banish you can target 1 monster your opponent controls its atk becomes 0. 6.the sanctuary in the sky. You can normal summon 1 fairy type monster in addition. Fairy type monster you control cannot de destroy by card effect. 7. The a zone you can tribute 1 alien monster you control gain control 1 monster your opponent controls with a counter but you cannot special summon monsters expect reptile monster. Once per turn you can inflict 100 damage to your opponent for each a counter on the field. 8. Sargasso if you cxyz summon you can inflict 1000 damage to your opponent. During end phase if you control cxyz you can inflict 100 damage to your opponent times the rank.

  • Curse of the Shadow Prison (Shaddoll field spell card) is pretty craptastic, too. You have to have 3 instances of Shaddoll monsters being sent to the graveyard via card effect (because of the wording) to get a Super Poly effect with one of your opponent’s monsters if you bring out a Shaddoll fusion monster. I ran this for like, 7 minutes when I played Shaddolls for 3 formats and I think I used it once.

  • #7 5:36 You said grasshopper instead of Watthopper. #5 The Sanctuary in the Sky is better than you think. Many fairy cards are about having a lot of LP, hence why many increase and protect your LP. For example, there’s The Agent of Force – Mars whose ATK and DEF is equal to the difference between your and your opponent’s LP when you have more. When you have over 12,000 LP, Mars becomes invincible when combined with Sky Scourge Invincil who negates all Spells or Traps, or with many Counter Traps, which many fairy cards support by recovering them from your GY, and don’t forget Splendid Venus whose effect makes your own Spells and Traps immune to negation. #2 Centrifugal Field is actually pretty good for boss fusion monsters. It’s pretty rare for a monster with an ATK of over 4,000 to be destroyed by anything other than a card effect. Heck, some fusion monsters cannot even be destroyed by battle, e.g. Blue-Eyes Twin Burst Dragon.

  • @TheDuelLogs I went back 3 year’s on your articles. OMG where was you when I needed you. Your builds. I could of used that back then. Thing is I can’t find any top 10 best field cards, anything about my favorite necrovally deck. I still try to run it in link format; and my vwxyz dragon catapult canon deck. Is my old school gravekeepers a good deck anymore? How come I can’t find them on your list? I stopped after 3 years searching on your article list. There’s so many articles my gosh.

  • Fortissimo is much better than your giving it credit for. It helps the deck alot get field advantage. I will give you that If the deck had more armies it’d be alot better but in modern yugioh a dedicated Meklord deck has to play Fortissimo over the crappy other one. Synchros are barely relevant anymore so the protection the other field spell gives is redundant and while the searching is nice, its nothing spectacular either. So yeah, Fortissimo is the better of the field spells.

  • So apparently the person who runs this website never played a Malefic Deck before, because I rather like Malefic World. You say “give up your draw phase”, I say “controlling your draw phase”. Malefic World makes you guarantee that you will get a Malefic monster card. Me controlling my draw phase makes ME in control. This is why I hate the whole “give up your draw phase” nonsense. So Malefic World shouldn’t even be on this list. You just know how to play this card at all, and that is your fault. Sorry to tell you that. This guy talks about card synergy and he literally dismisses a card that GIVES A DECK SYNERGY! Fucking hell! Has the game become so broken that “Synergy” means “total access to your deck during your turn?”. Just wow.

  • You know when I saw Sanctuary in the sky on here and trashed on, I figured that would mean eventually we’d get to Toon world since that’s an atrocious card that does asks you to pay LP to do nothing aside from enabling toon cards to exist on the field. And then I remember that was somehow a continuous spell back in the day before the retrain tossed it in the bin and was a field spell that’s actually worth a damn

  • No Naturia Forest? It’s literally useless because it’s only effect depends on your opponent allowing you to Negate their stuff by deliberately activating card effects while you have the cards with which to Negate, and they are generally all face-up cards your opponent can see. They would always focus on removing your negation rather than feeding you more plays.

  • Wattcastle’s problem is mostly power creep. Once upon a time, it was a lot more useful to permanently de-buff opponent ATK, but now nothing stays on the field long enough for that to matter. However, you’re right it doesn’t help the watts that actually do run into monsters all that much, and if you’re running an ATK lockdown like with Messenger of Peace, you wouldn’t want to lower opponent ATK. Acidic Downpour is just the opposite of Gaia Power. I don’t get it, none of the other Attribute boosting field spells have a counterpart like that.

  • this may be the wrong place to gripe about something, but gripe i shall. I hate that the secondary effect of Harpie’s Hunting Grounds will non-optionally target and destroy your own trap and spell cards when summoning Harpies, it has one positive effect (that being destroying the continous spell card “Hysteric Sign” which pulls an elegant egotist from your deck and if the card itself gets destroyed, then in your end phase you can add three differently named Harpie cards to your hand)

  • I agree that the Malefic Field Spell isn’t ideal. But a lot of time when playing Pure Malefics you lose because you can’t get/keep a monster on board and a lot time you really need to search a Stardust or Cyber End and as far as I know this Field Spell is the only way. I guess they thought, at the time, Malefics would have been too strong if they got a free +1 every turn (even though the card technically does nothing during the turn you activate it). Mound of the Bound + Malefic Cyber End Dragon is pretty cool though.

  • Just to state for someone who has played multiple versions of counter fairies I do have to say if you are playing a fairly competitive build of counter fairies you will still play sanctuary in the sky just because it is easier to get to then the new spell card because sanctum of parshath requires you to hard draw it and can’t be searched out so while it is a better effect you shouldn’t rely on a hard draw

  • Shien’s Castle of Mist is a far worse Field Spell then some mentioned on here. It’s only effect is “When a “Six-Samurai” monster is ATTACKED, the opposing monster loses 500ATK during Damage Calculation Only.” That’s it! No destruction protection, even for the Field card. and it only works while you are on DEFENSE when ANY Six-Samurai player can tell you the deck is ALL about the OFFENSE and swarming the field for big summon chains or blitzes and even IF you are in the VERY bad situation of being attacked, Six-Samurai often have such low ATK that a mere 500 point reduction gets run through like a Six-Samurai and if it does somehow help, you just go to destruction effects to rid yourself of the minor nuisance.

  • Liked just for recognizing how absurdly useless Round Table is for my Avalonian boys. I personally would’ve ranked it at number 1, but I am INCREDIBLY biased against this card for just how clearly it doesn’t understand its own damned archetype. I swear to god it was as if someone handed the project of designing the field spell to someone completely different and in the company email they fucked up and told them it was a Lightsworn Field Spell. Because THOSE guys actually COULD hit those requirements within 1 or 2 turns and would be perfectly on-theme since Judgment Dragon is a thing that also wants “X number of archetype monsters with different names in grave”

  • But isn’t the first effect of KotRT still good since you can dump Laundsallyn or Eachtar, which you don’t want to draw into? And, it’s not particularly hard to get 3 noble knights on field turn one, since brothers is a thing, (not to mention said brothers are searchable by RotA) I mean, yeah, it’s not a GREAT card, but, it does have it’s uses in it’s own deck.

  • About Meklord fortress. You might think you can destroy it, search a meklord with it’s effect, and then immediately special summon it, but you can’t. Meklord emperor’s can only be special summoned when a face-up MONSTER you control is destroyed by a card effect, not a face-up card. Again this is just missed potential for a cool synergy.

  • You mentioned Canyon during Acidic Downpour, and I think it’s a good candidate for the list and may actually be worse than Downpour: At least with downpour it forces the opponent to destroy by effect. It requires your opponent to actively do something the card’s existence says is a bad idea, and only with Battle Mania/Staunch Defender is it of any use. There’s a reason Invincible Fortress is considered one of the worst structure decks of all time (“Top 10 Best/Worst Prebuilt Decks”?). Even in article games where the AI is just that stupid it’s a poor option in the structure deck vs structure deck battles of in 2008, 2009 and 2010.

  • I wonder if an Acidic Downpour, Amazoness Swords Woman, Twin Swords of Flashing Light, Spikeshield With Chain deck would be fun in casual play. Attacking into a decent defense monster twice with Amazoness Swordswoman with Spikeshield ad only 500 ATK would be one of the more interesting OTK strategies employed.

  • what about a top 10: aura monsters, or “monsters that influence all monsters in an archetype that are on the field” (think starboy or hoshiningen, but actual good one’s) also i think my least favorite field spell is ancient city – Rainbow ruins, for those not fammiliar, it gets more effects based on the crystal beasts in your spell/trapcard zone’s: at 1 or more: your field spell cannot be destroyed by card effect at 2 or more: once per turn you can half battle damage at 3 or more: you can stop a spell or trap activation by sending 1 crystal beast too the GY at 4 or more: you can draw a card (litterally the best effect this card has) at 5 or more: you can target one crystal beast in your spell/trap card zone and special summon it (i.e carbunce to get your entire backrow in the frontrow) i feel the main issue with this field spell is that it doesn’t really help the archetype at all… its main weakness is the fact that its hardest Hitters are tiger and pegasus with 2000/1800 attack, it doesn’t set you up for crystal abbundance, and it doesn’t set you up for Rainbow dragon its just there too stall…

  • I would replace Sanctuary in the Sky with Shien’s Castle of mist. ANNOUNCING that your opponent is losing 500 atk when crashing into Six-Sam’s is just dumb since Six-Sam’s are weak so even with the loss, most monsters will still run over Sam’s, can’t be searched, doesn’t hold or use Bushido Counters and doesn’t farther Six-Sam’s in ANY. WAY.

  • In defense of Malefic World, even way before Territory came out, the point was to avoid random draws, because you want your bricks to stay in your deck, and it would theoretically allow you to be fairly consistent with just 1 or 2 copies of each Malefic In practice, Malefic Red-Eyes is worthless and you are better off avoiding Rainbow Dragon. Malefic Blue-Eyes has an argument for synchro plays, but it’s not particularly worth running a main deck brick either. Malefic World deserves to be on this list, but this is an archetype where getting a 1-of-3 pick instead of a normal draw is theoretically a huge upside. It just didn’t translate to practice.

  • I’m sure people have talked about this already but here’s triggered malefic fanboy: 1. No draw phase is great for malefics because you get a search and cant draw something like a useless rainbow dragon or blue eyes. 2. The new malefic cards like territory fix the one monster/one attack gimmick 3. New paradox gear makes it pretty easy to get out the timelord synchro, which is a pretty ok card. Basically what I’m saying is malefic world is better than most of the cards in this list

  • I was kind of triggered at first when you put Malefic World on the list, since the Malefics are some of my favorite cards to use, but after the points you made, I can’t really deny that it’s definitely underwhelming for my darling Malefics. The ability to search for them is nice, but if the Malefic World is going to be a staple for the Deck, it really should do more. Like… I don’t know. Maybe let there be more than 1 Malefic on the Field and let them all attack during the Battle Phase, like they could in the anime?

  • I enjoyed the old style of field spells where only one field spell was on the field, which however could technically benefit both players (like Fusion Gate). Just the rule that you can “override” field spells were stupid and made field spell protection( like tge seal of orichalcos had) useless, since you could easily play a field spell to get rid of another field spell.

  • Malefic would does not deserve a spot on this list. You can use field barrier and malefic stardust to protect the malefic world. You can also use malefic world to reveal 3 copies of malefic stardust and then play necrovalley, then malefic stardust, set a grave keepers spy, then use royal tribute. No it’s not bad or bricky, I topped a highly competitive locals doing so.

  • To be fair Acidic Downpour was pretty useful in Duel Links, during the Crowler. Events as it weakened Ancient Gears monsters, specially Ancient Gear Golem to the Point that it was finally vulnerable to battle. And if the went into Defense Position you could just use Shield Break and clear the field. It’s pretty specific but it help against the High level Crowler which if I recall started the game with Golem already out.

  • I don’t play Yu-Gi-Oh, but I (did) play other TCG games and one thing I don’t like about Noble knights from that standpoint aside from what you mentioned is that it is way too complicated to use. You first have to get 3 cards with different names in your graveyard, then activate this card, then get 3 more cards with different names in your graveyard before you can even benefit from the effect. If you want to benefit further from it you then need to get 3 more cards into your graveyard. But at the same time you’ll likely want to benefit from the second effect of the card which allows you to summon exactly the same cards you also want to send to the graveyard for the highet tier effect. And once you have reached the 9 cards effect you even start working against getting more cards in the graveyard by returning them into your hand. And in the end if you ever get to the point where you have 12 relevant cards in your graveyard and this card activated you basically get to draw one card, return one from the graveyrd to your hand,, special summon one monster and put one card in the graveyard. All effects even I know can be achieved much easier. Plus the issue that once this card is destroyed all the efford that was put into meeting the recomendations for activating it are in vein and the additional complication that you’d constantly need to keep track of which specific cards are in your graveyard as you need to have cards with differents names to meet the recommendations.

  • The card “The Nordic Lights” wasn’t on this list! It is one of the worst field spells in the game, and goes against its own archetype. All it does is prevent “Nordics” from being destroyed by battle, then if it dies all “Nordic” monsters are destroyed. It prevents the white goat monster, which is the best monster from the archetype, from being destroyed by battle, which it wants to be destroyed by battle so you can get 2 tokens to syncro summon.

  • The Nordic lights should have been in the top three, it wasn’t even mentioned. The Nordic lights is such a bad field spell that funny enough mound of the bound Creator is a significantly better field spell for the archetype. The Nordic lights goes against its own art type and prevents your Nordic monsters from being destroyed by battle, which is dumb because the white goat monster in the deck that has a name that I can’t pronounce wants to be destroyed by battle to get its floating effect off. Considering that the goat monsters are the most important monsters in the entire archetype, and the field spell prevents them from using their effects it’s pointless. At least mound of the bound Creator protects your Synchro monsters during your opponent’s turn. All Konami would have had to do with print a field spell similar to mound of the bound creator that I allowed your Synchro monsters to activate their effects as quick effects, like the anime cards had.

  • Fun fact: Fortissimo is another card that was nerfed from its anime version, because there Fortissimo had 2 effects, the first one allows to the player in turn to Special summon a level 4 or lower machine type monster and the second specify that if a player doesn’t have a machine type Monster in their side of the field during the end phase It would take 100 Burn damage, the second effect is kind of a joke but the first effect it’s actually decent.

  • Watt castle sucks like as a watt player (in master duel) I hate this card they could have made this card do anything here are some ideas Make it like that trickster field spell we’re if a watt monster you control inflict damage to your opponent by a direct attack than inflict 300 damage to your opponent or maybe once per turn draw a card instead Make it like the sanctuary in the sky we’re you take no damage from battles involving watt monsters Make it so that when activated you can add one watt spell or trap from your deck to your hand And finally you could make it like a permanent version of watt key we’re your watt monsters can attack directly this would make cards like woodpecker or Bertix usable

  • I’m not even gonna defense the round table field spell but I think its suppose to help use the trap card Avalon. Which you need Arthur and Lancelot (not their monster card names i know but still that’s who they are) in your graveyard as well as 5 Nobel knights so the field spell is really only to help with that trap in my opinion

  • I know Shaddolls have a field spell thats just kinda bad and no one ever plays it, I just forget what the effect was, I remember it raised your attack power by some pathetic amount, and might have had some sort of anti synergy effect that just makes it make very little sense to play. I haven’t seen it in years though, so I forget

  • The seal of orichalcos is absolutely trash and garbage suprised it wasn’t in this list. You cant even summon from the extra deck and after its activation you must destroy all special summoned monsters on your feild and you can only play one per duel so yeah bad card dont kare about the 500 point boost if I cant summon from the extra then I know its a bad card the anime effect is so powerful why even make it a real card?

  • Tho the purpose for field spell was to give life to the game. When I was young and my brother taught me how to play the game, whenever he played a field spell he would place stuff on his side of the table to reference a field of his own and explain what happens to his monster when they gain field power bonus. I was inspired by it so much as a kid which got me into YuGiOh.

  • in this game called yu gi oh there is something you never heard of and that is called unique and wild card combinations to create strange and unique decks who use that wild strategy to beat opponents on non expecting way, and for those decks these cards from the article are perfect but you never heard for that and now its game’s fault, and you probably never tried those decks because you are probably playing decks konami made for you, so game plays you there is a lot of hidden combo cards in this games, you just need to find that unique combo and then all these not so good or bad cards become very powerful, but like i said, many players not doing that, they are eating whats served to them so basically game plays you

  • There is a glitch in spirit caller that is if you have stone statue of the Aztec in defense mode and canyon on your field and your opponent attacks ssota, your opponent only takes double damage instead of quadruple damage. Canyon and ssota effects don’t stack in the article game for some unknown reason.

  • When Sanctuary in the Sky is so high on the list considering how effective it was even without the cards relying on it but used in Cloudians or other non-battle destroyable Fairies that, I wonder sometimes wonder. It is like putting Legendary Ocean on the list because people ran it because of the support cards and that you can only summon few good level 5 monsters without tributing. How can non of the classic fieldspells make to the list like the original Umi which nobody used even before Legendary Ocean was a thing. Centrifugal Field could be useful in Blue-Eyes with their Twin Burst Dragon which would likely be destroyed by effects or other removal mechanics.

  • I actually really like sanctuary in the sky. My friends and I aren’t really into deck building, so we usually end up playing structure decks. I usually play lost sanctuary because I find agents to be really fun. The problem is that because the structure deck only runs one copy of Master Hyperion, it’s a little hard to pull him out, but being able to play sanctuary helps me be able to protect my life points.

  • My notes on this article: 1)Curse of the shadow prison (shaddolls) could have made the list, just like round table of noble knights it’s too slow,and the super poly effect requires the monster with the counters to stay on field, but the opponent will use it as a material for something 2) The Crystron, Mermail, Zoodiac, Metalfoes and Dinomist Field Spells are pretty bad for their archetypes, but maybe too good to enter this list 3) Generally 99% of Field Spells released before Zexal XYZ era were pretty bad, the only good ones being the rainbow ruins, black garden, necrovalley & fusion gate. 4) Shrine of the mist valley is actually the gusto field spell and has no relevance with mist valley despite the name, but I have never seen it in any gusto deck. 5) XYZ Override is a dishonourable mention, pretty bad field spell but also the first card ever to say “banish face-down”

  • I’m not sure malefic world is “that” bad. In the old days I used a skill drain – malefic – gear town deck. That card always gave me the malefic monster i needed (just needed to search 3 copies of malefic stardust for example). And if it was destroyed… my mefic monsters had no dtawback due to skill drain =D

  • Some of these field spells have a pretty decent effect but then become so underwhelming because that’s the only effect. Malefic World and Sanctuary in the Sky would be great cards if they had more to them, I dont see why Malefic World doesn’t protect Malefic monsters or give them an attack boost or both.

  • I’d actually argue that Sanctuary in the Sky isn’t the problem because of it’s context. It activates the Agents effects. That is it’s purpose. Not to be a standalone card. It is only a key per say. I’d argue that the real problem is just that the Agents themselves aren’t very good. Thanks to Terraforming and Zeradias you can consistently get it and turn your Agents online but the fact still remains that they are slow and clunky. EVERYONE would run Sanctuary in the Sky if the Agents effects were actually good. Sancutary is only bad because the Agents that use it are bad. Also Sanctuary of Parshath is debatably a worse card because it’s a continuous spell and can’t really be searched making it inconsistent as fuck for wanting to turn your monsters online. Unless you really want to play the Counter Fairy version you can run the big boi Parshath but who the fuck wants to play Counter Fairies? I’m a TG Agents kinda guy myself. Wish that deck would come back somehow.

  • Though definitely not the worst field spell, I feel geartown has been kind of left in the dirt with it’s kinda cool secondary and it’s down right ancient (ha) tribute effect as most of the newer monsters and bigger boys can be special summoned without the need to tribute (even Ancient Brick Golem). I think all it needs is a retrain to allow for an increase in recovery or minor disruption to allow chaos giant to do it’s business.

  • Was Mountain, Umi, Sogen, Forest and Yami too easy targets to put on this list? You didn’t specifically state that you’d leave them out. 200 atk and def to certain Types is not very good and I’d frankly find them worse than Acidic Downpour. If we’re talking Duel Links for a sec, if anything Acidic Downpour at least made it easier to Farm Yami Marik for a time until they changed his deck around to where a Labyrinth Wall wasn’t enough to stall.

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