Every time you make a new Yu-Gi-Oh deck, you try to find the best cards for it.
But there are so many different cards that it’s hard to know which ones will work best.
No matter what, one thing is clear: the best cards are the ones with strong powers that you can use again and again.
So ongoing spell cards are the best place to look.
If you want to add some Continuous Spell Cards to your deck to make it stronger, this list will give you a lot of ideas.
18. Spell Absorption
Each time a Spell Card is activated, gain 500 Life Points immediately after it resolves.
17. Banner of Courage
All monsters you control gain 200 ATK during your Battle Phase only.
16. Gravekeeper’s Servant
Your opponent must send 1 card from the top of their Deck to the Graveyard to declare an attack.
15. Field Barrier
Whether you like field magic or not, it can be helpful to have Field Barrier in at least your side deck.
Field Barrier stops the card’s field spells from being killed and stops new field spells from being used.
Field Barrier is a must-have if you play Gravekeeper, stop decks, or any other deck that needs field spells.
On the other hand, you can use this spell against an opponent who mostly uses field spells as their main plan.
Since this card stops them from using new field spells, you can use Field Barrier before they can use their field spell.
Solidarity is a great spell that can be used over and over again.
But you do have to build your deck right if you want to get the most out of it.
As long as Solidarity is on the field and you only have one type of monster in your graveyard, all monsters of the same type that you control get 800 attack.
800 more attack is a pretty big boost.
And if you have 3 copies of this card on the field, your monsters’ attack goes up by 2400, making them very hard to kill in battle.
If you build your deck around a certain theme, it’s not hard to stick to only one monster type.
13. Convulsion of Nature
The Convulsion of Nature is likely one of the most unusual Yu-Gi-Oh cards.
And you won’t see many more cards like this one.
While Convulsion of Nature is on the field, both players must turn their decks over so they can see the next card.
This can be very helpful because you can see what card you’ll draw next and what card your opponent will draw next.
But the same thing is true for your opponent.
But if you use this card with Gishki Diviner, you can draw an extra card each turn.
12. Chain Energy
If you can get three of this card onto the field, you’ve pretty much won the game.
Chain Energy makes it so that every time a player summons, sets, plays, or activates a card, they have to pay 500 life points.
If you have three copies of this card on the field, your opponent will have to pay 1500 life points for each card they use, which means they will have to use six cards to win the fight.
In the current meta, using 6 cards in a single turn is usually normal and may even be on the low side.
But sadly, Chain Energy also applies to you. So keep an eye out for that.
11. Wave-Motion Cannon
This card is so dangerous because if your opponent has more than one copy of it or leaves it alone for a few turns, they will almost certainly lose.
After you use Wave-Motion Cannon, you can send it to the graveyard to deal 1000 damage for every turn after it was used.
If you can keep this card on the field for 8 turns, you will win every time.
But if you have more than one of this card, you can win the game in just 3 turns.
One way to keep this living long enough is to use Magic Reflector to stop your opponent’s card effects from destroying it.
10. Messenger of Peace
Messenger of Peace is a great card to keep in your deck if you want to slow down the game or just stop your opponent from fighting for a few turns.
Monsters with 1500 attack or more cannot attack after you use Messenger of Peace.
But after every standby step, you must pay 100 life points or destroy the card.
100 life points isn’t too much to pay for this thing, considering how useful it is.
But if all you want to do is stop your opponent’s strong monsters from hitting for one turn, you don’t even have to pay any life points.
9. Summoning Curse
Curse may seem like a bad card for both you and your opponent when you play it.
But you can definitely pull it off if you play your cards right.
When Summoning Curse is on the field, the owner must get rid of a card from their hand every time a monster is special summoned.
You can either pay 500 life points to keep this card on the field or get rid of it at the end of each of your turns.
If you play this card at the end of your first turn, your opponent will quickly run out of cards to play and be out of the game.
For example, if you start with six cards in your hand and then use two of them to special call monsters, you only have two cards left.
But when it’s your turn, this card can be hard to deal with.
So either destroy it yourself or hope that your opponent doesn’t manage to bring anything strong to their field.
8. Deck Lockdown
Deck Lockdown is like Summoning Curse in that it stops both you and your opponent from acting as well as they could.
You can use Deck Lockdown to stop both players, except during the draw phase, from putting cards from their decks into their hands and to stop your opponent from special calling from their deck.
If you use this at the end of your turn, the effect of Deck Lockdown will last for 2 of your opponent’s turns but only for 1 of yours.
So, in the end, you still get something out of it, even if it drags you down a little.
7. The Dark Door
This card is very useful in “stall” decks. With the right cards, it can even stop your opponent from doing any damage at all.
With The Dark Door in play, each player can only attack with one monster during the fight phase.
If you play The Dark Door with Scrap-Iron Scarecrow, you can stop your opponent from hitting forever.
So long as they don’t decide to do something about The Dark Door.
But watch out for monsters that can attack more than once in the same turn, since they are still following the action of this card.
6. Shard of Greed
Pot of Greed was one of the most broken cards in Yu-Gi-Oh and will never be taken off the banned list.
But if you really want to play a card like Pot of Greed, the next best thing is Shard of Greed.
The only difference is that you have to wait two turns to use the Shard of Greed.
With Shard of Greed on the field, you can add one counter to this spell every time you draw during your draw process.
You can also send this card to the graveyard when you have two counters to draw two cards.
Shard of Greed is a good option to Pot of Shard, even though it isn’t as strong.
5. Card Trader
If you’re the kind of player who always loses, Card Trader could help you win more.
Activating Card Trader during the pause phase lets you put one card from your hand back into the deck and draw another.
You can think of this card as a way to draw another card if you don’t like the one you already have.
You can also play more than one of these cards at once.
If you still can’t get a good card at that point, your bad luck might be permanent.
4. Cauldron of the Old Man
Poison of the Old Man is well-known, but how many people have heard of Cauldron of the Old Man?
This is the kind of card that your opponent needs to get rid of quickly if they want to stay in the game.
You can add one counter to this card during every rest phase.
When you use its ability, you can either gain 500 life points per counter or deal 300 damage to your opponent per counter.
This card can do a total of 3000 damage over 4 turns, or it can heal 5000 life points, which is crazy.
3. Child’s Play
Even though the main purpose of this card is to heal, it can be very scary against combo decks that flood the field.
Child’s Play lets you gain 300 life points every time your opponent calls out a monster.
With combo decks like Dragon Link or Virtual World, it’s not uncommon for 7 monsters to be summoned each turn.
If your opponent calls seven monsters in one turn, you can get 6300 life points if you have three copies of this card.
At that point, not only are your life points crazy high, but the second result of Child’s Play lets you keep your monsters from dying in battle.
2. Dimensional Fissure
Dimensional Fissure is a bit of a wild card because it is very good against popular decks in the current meta.
When a card is put into the graveyard, Dimensional Fissure triggers and sends that card to the discard pile instead.
This is especially bad for popular decks like Invoked Shaddoll that depend on cards in the trash.
So, it’s possible that your opponent won’t be able to do anything to beat this card.
In fact, most decks depend on sending cards to the trash, such as Dragon Link, Virtual World, Eldich, etc.
Another unique Yu-Gi-Oh card is Prohibition, which can only be used against a deck you already know.
But in these kinds of situations, Prohibition can be the best way to stop the problem.
You can use Prohibition by saying the name of a card.
And basically, the card you announced can no longer be used.
But, as I said before, this only really works in the second round of a match or when you’re playing against someone you know.
No matter what, if you play a card like Cyber Dragon against a player who has a Cyber Dragon deck, they can’t do anything until they destroy Prohibition.