Field Spell Card

Imagine your self, feeling confident in your duel. You just had your monstrous "Jinzo" attacked your opponent's last Goat Token. You scan the Field. Your "Jinzo" is the only existing card on the playing Field. You look at your opponent. He is holding a single card in his hand. You were in control as you end your turn. Your opponent drew. What is this? He had a smirk on his face. What could he have drawn? Then in an instant, the playing field was soaked with salt water, almost drowning your helpless "Jinzo". You realized your opponent just activated "A Legendary Ocean". You let it resolves as the waves settle down. Then out of the deep blue ocean splashed a gigantic fish. "Terrorking Salmon" was summoned to battle. You felt helpless as the master of Sea of Darkness devour your mechanical monster with a whopping 2600 ATK. You are now soaked with fear as you watched the humongous salmon swim around the battlefield, waiting for its next victim. You felt slowly sinking in the ocean as you ponder, "I must destroy that Field Spell Card or I will be doomed."


What is a Field Card?

Field Spell Cards are Spell Cards that alter the conditions on the field and affects both players. Field Spell Cards are placed in the Field Card Zone in either face-up or face-down position. A player sets a Field Spell Cards in face-down position and activates a Field Spell Card in face-up position. There can only be 1 active Field Spell Card on the field at any given time between both players. When a new Field Spell Card is activated, the old field card is destroyed and sent to the Graveyard at resolution. Field Spell Card will be active at all times as long as it is face-up and not negated by other card effects. If a player's Field Spell Card is Set when an active Field Spell Card is destroyed, the Set card does not automatically activate. The controller of a FieldSpell Card can activate or Set a new FieldSpell Card, and destroy his/her old one.**1 In addition, a player cannot set a Field Spell Card if he/she already has a set Field Spell Card.


A History of Field Spell Cards.

The first and second sets of Field Spell Cards were released on Legend of Blue-Eyes White Dragon (LOB)**2 and Spell Ruler (SRL)**3. These Field Spell Cards modify the ATK and DEF stat of specific monsters. Since Pharaoh's Servant (PSV), Field Spell Cards were only used to strengthen monsters. This all changed when Labyrinth of Nightmare (LON) came out. This set introduced the "Fusion Gate" Field Spell Card. Unlike its predecessor, this Field Spell Card did not modify any monsters on the field. Instead, it allowed Fusion Monsters to be special summoned without the aid of "Polymerization" with the expense of removing Fusion-Material monsters from play.

The next set of Field Spell Card to come out was from Legacy of Darkness (LOD). LOD introduces two Field Spell Card. The first one is "Array of Revealing Light" (LOD-EN029) and the second one is "A Legendary Ocean" (LOD-EN078). The "Array of Revealing Light" was the first Field Spell Card that is used for defensive purposes against Monster Type Themed Decks. This card restricts a declared Monster Type to attack the same turn it was Normal Summoned, Flipped Summoned, and Special Summoned. The "A Legendary Ocean" boosted all WATER monsters and lowers their Level by 1. This card is treated as "Umi" (LOB-EN050) but with a different kind of effect.

From then on, any newly introduced Field Spell Card became more powerful and more playable. Some decks were built around these new Field Spell Cards because the Field Spell Cards supports a specific group of monsters. For example, "Necrovalley" (PGD-084) is a must have for all Gravekeeper Deck. It also has an annoying effect of locking down the Graveyard. "Pandemonium" (DCR-094) helps some Archfiend Decks for Life Point management and Draw power. "The Sanctuary in the Sky" (AST-042) is a must have for all Fairy Deck for much need protection on some Fairy monsters. Lastly, "Harpies' Hunting Ground" (RDS-EN038) is a must have for all Harpy Deck for Winged Beast power boost and Field control.

New Yugioh Sets are still coming. I'm sure some of them will include Field Spell Card. Did anyone say "Orichalcos"?


Game Mechanic of Field Spell Card.

Field Spell Cards have their own Game Mechanics. They are Spell Cards so they are affected by cards that affect spell cards such as "Heavy Storm" and "Mage Power". In addition, they have their own special rules:
  1. Field Spell Card must be set or activated in the Field Card Zone.
  2. There can only be 1 active Field Spell Card on the field at any given time between both players.
  3. Activation Mechanics:
    • Activate the Field Spell Card in your Field Card Zone.
    • On resolution:
      • If a Set Field Spell Card is occupying your Field Card Zone, then destroy it.
      • Destroy all active Field Spell Card on the field.
      • The newly activated Field Spell Card is now considered Active, it will now occupy your Field Card Zone, and it will now affect the field.
  4. Set Mechanics:
    • Set the Field Spell Card in your Field Card Zone.
    • On resolution:
      • If a Set or active Field Spell Card is occupying your Field Card Zone, then destroy it.
      • The new face-down Field Spell Card will now occupy your Field Card Zone.




Knowing the mechanics of Field Spell Card can explain how some ruling works. For example, if a Player A activates a Field Spell Card and Player B chains with "Magic Jammer", the existing active Field Spell Card will not be destroyed because "Magic Jammer" destroys the new Field Spell Card before it reaches its resolution. Another example is when an "Umi" Field Card and "Tornado Wall" are active and the opponent activates another "Umi", the old "Umi" will be destroyed and replaced by the new "Umi"; however, the "Tornado Wall" will still remain on the field because the Field remained Umi all the time.


Combo Anyone?

Field Spell Cards are necessary to be in play for some decks to function properly. With that in mind, Field Spell Cards needs to be protected and searched quickly. Cards like "Terraforming" can help speed up the search for your Field Spell Card. "Magic Reflector" can protect your Field Spell Card to an extent. "Magician of Faith" can be used to reuse your Field Spell Card that exists in your Graveyard.

Some card combo can also be setup with the help of a Field Spell Card. "A Legendary Ocean" can combo with "Level Limit "“ Area B", "Gravity Bind", and "Levia-Dragon - Daedalus". "Luminous Sparks" works well in a XYZ/Machine hybrid deck. "Rite of Spirit" will combo with "Necrovalley" to help Gravekeeper monsters. There are lots of combos you can use with Field Spell Cards. You just have to use your ingenuity to come up with one.


The Opponent Strikes Back.

Like all cards in Yugioh, Field Spell Cards will always be vulnerable to other cards. The first enemies of Field Spell Cards are Spell destroyers such as "Mystical Space Typhoon" and "Breaker The Magical Warrior". The next adversaries in line are the Spell negators such as "Imperial Order" and "Spell Canceller". Next are the Field Spell Card disruptors such as "Burning Land" and of course, another Field Spell Card. Next is monsters that are immune to the effect of the Field Spell Cards such as "Vampire Lord" vs. "Necrovalley". There are other cards that can be used to limit the playability of a Field Spell Card; however, they will not be covered in this article.


Closing.

Field Spell Cards can work with you or against you. You have to master when and how to use the card to use it to the fullest. With proper support, Field Spell Card can be a huge asset for your deck. Build and try a Field Based Deck just to see if it will work for you. You never know, you might just like it and stick with it.


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**1
Netrepâ„¢ Official Judge's List: Thread Field Spell Cards.

**2
Field Spell Cards that are released on LOB are the following:
LOB-EN046 Forest
LOB-EN047 Wasteland
LOB-EN048 Mountain
LOB-EN049 Sogen
LOB-EN050 Umi
LOB-EN051 Yami

**3
a) Spell Ruler set is used to be called Magic Ruler (MRL)
b) Field Spell Cards that are released on SRL are the following:
SRL-EN037 Chorus of Sanctuary
SRL-EN096 Gaia Power
SRL-EN097 Umiiruka
SRL-EN098 Molten Destruction
SRL-EN099 Rising Air Current
SRL-EN100 Luminous Spark
SRL-EN101 Mystic Plasma Zone


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Sources:
UDE: www.yugioh-card.com
NetRepâ„¢ Forum
NetRep's cardRegistry


Special thanks to the following Netrepâ„¢ members:
Krazykidpsx, Someone, and Daivahataka for outstanding examples.
Raijinili for forcing me to dig up on rulings.


j/y
 
Last edited by a moderator:
Let me rephrase that. Wouldn't the fact that there is only one Field Spell Zone on your side of the field mean that there is only room for one Field Spell Card at a time? If you are allowed to set one with out destroying the other one (set or active), then what zone are the two Field Spell Cards occupying? I've honestly never heard of two cards sharing the same zone and, even as wonky as YGO has gotten latley, I still don't think it's possible.
 
No. You can't have 2 cards in the zone. Setting or activating one on your side of the field will destroy the active one if it's on your side of the field. However it is different in that you can place a new card there to destroy the old one (something you cannot do in the S/T zone).
 
Digital Jedi said:
Let me rephrase that. Wouldn't the fact that there is only one Field Spell Zone on your side of the field mean that there is only room for one Field Spell Card at a time? If you are allowed to set one with out destroying the other one (set or active), then what zone are the two Field Spell Cards occupying? I've honestly never heard of two cards sharing the same zone and, even as wonky as YGO has gotten latley, I still don't think it's possible.

Of course, there is only room for one Field Spell card in YOUR Field Spell card zone at a time. That's not in question.

The question is if I already have a set field spell card can I set a different Field Spell card and destroy the existing one? Accorrding to the information provided in this Netrep Artcicle that's not possible. I haven't seen the documentation to support that though.
 
Can you even set a field card while you have another active? You can activate one while you already have one active but this is because activating it destroys the previous one, setting one has no, as yet, specified mechanic for destroying the current one. If you can't replace an active field card with a set field card you certainly can't replace a set field card with another set one.
 
daivahataka said:
Can you even set a field card while you have another active? You can activate one while you already have one active but this is because activating it destroys the previous one, setting one has no, as yet, specified mechanic for destroying the current one. If you can't replace an active field card with a set field card you certainly can't replace a set field card with another set one.

If you search the Official Judge's List for Field Spell you'll find this entry....

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The new rulebook brings another clarification, this time about Field
Spell Cards. If you control a Field Spell Card, you can activate or Set
a new Field Spell, and destroy your own old one. This corrects the error
found in version 4.0 of the rulebook.



Dan Scheidegger

Jr. Game Developer

Yu-Gi-Oh! TCG R&D

Upper Deck Entertainment
 
Yeah, noticed you'd posted that elsewhere, and as I said there it sets a dangerous precedent of letting a player destroy a card to set another card in it's position with any specific effect causing the destruction.
 
Something is pretty obvious in his article is Rite of Spirit combine with Necrovalley :D. It's like flute of summoning dragon combine with Lord of D.

However, beside that. Your article is pretty good.

The old field card is power up every specific tribute monster (such as fire, water, light, wind, earth). However, I can't find dark field. I hate it, I hate it. My dark deck had all dark monster. Without dark field, my monster is weak.
 
It's also in Dark Beginnings, so with SRL, DB1 and SYE it should be rather easy to get as even in the two booster sets it's only a common.
 
I thought your article was a very good explanation in simple language for newer gamers wanting to use field cards but not totally understanding them. How about writing another article about "chaining"?
 
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