Field Spell Cards | |||
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Field Spell Cards | ||
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Field Spell Cards have the advantage of being able to change the entire state of play, for both you and your opponents side of the field. Most cards center around boosting ATK, DEF or both, for cards with Specific Attributes, or Types. They are Spell Speed 1.
Field Spell Cards must be placed on the Field Spell Card Zone, and there can only be one in play (face-up) at any one time. If one is already active, and another one is activated, the previous Field Spell Card is destroyed. You may Set a Field Spell Card at any time during your main phase; any card that currently occupies that Field Spell Card Zone is destroyed. If you Set a Field Spell Card, and your opponent already has one active, the opponent's Field Spell Card is neither destroyed nor negated. Setting a Field Spell Card does not start a chain. Playing or flipping a set Field Spell Card does start a chain.
The effects of Field Spell Cards do not start a Chain.
Example[]
Monster Cards - Spell Cards - Trap Cards Types of Monster Cards Effect - Fusion - Normal - Ritual - Synchro - Dark Synchro Types of Spell Cards Continuous - Field - Equip Types of Trap Cards Continuous - Counter - Normal Other Types of Card Manga Cards Virus - Trap-Spell Equip Trap Cards - Field Trap Cards Turn Phases Draw Phase - Standby Phase - Main Phase 1 |
ATK - DEF - Level - Attribute - Type Playing Field Zones Monster Zones - Spell/Trap Zones Types of Summon Flip - Normal - Tribute | Activate - Chain - Costs - Counters - Destroy Types of Monster Effects Continuous - Flip - Ignition - Quick Compulsory - Optional - Lingering Types of Effect Monsters Flip - Gemini - Spirit - Toon - Tuner - Union - Dark Tuner Types of Spell Speed | Tournament Guidelines Duel - Infinite Loop - Maintenance Costs Double Tributer - Victory Conditions Attributes DARK - EARTH - FIRE - LIGHT - WATER - WIND Types Aqua - Beast - Beast-Warrior - Dinosaur |