Field spells in 2004 were cards that gave a boost to monsters of a certain type.
In the anime, this made the battlefield an awesome place to fight, but this isn’t true in real life.
In current Yu-Gi-Oh, drawing the right field spells can now make the difference between winning and losing.
In fact, cards like Terraforming that look for them are now limited, which shows how powerful they can be.
So here are some of the best field spells in all of Yu-Gi-Oh! to help you choose the right ones for your deck.
18. Oracle of Zefra
Also, if you special summon a Zefra monster, you can use the following effects once per turn per effect, based on the type of monster you special summoned:
- Ritual: Put a monster from the field back into the deck.
- Bring one monster from your hand into play with a special effect.
- Synchro: Choose one of your monsters and put it on top of your deck.
- Xyz: Draw a card, then throw away a card.
17. Sorcerous Spell Wall
Sorcerous Spell Wall is the simplest card of the day. It works well in any deck that uses more than one archetype or doesn’t have a good series-specific field spell.
Really, it goes with just about anything. Spell Wall just gives all of your monsters 300 more ATK during your turn and 300 more DEF during your opponent’s turn.
That’s all there is to it. During your battle phase, the ATK boost on your move lets you beat up your opponent, and during your opponent’s, the DEF boost helps your blocks stop any attacks.
And since there are no limits on archetypes or other things, Spell Wall is easy to use in any kind of deck. Great for anything, but especially for shows like the Yang Zing that use both battle poses a lot.
16. Abyss Playhouse – Fantastic Theater
Abyss Playhouse – Fantastic Theater doesn’t give a boost to ATK or DEF like many field spells do, but it does have two interesting benefits for its target archetype.
First, you can reveal an Abyss Actor pendulum monster and an Abyss Script spell in your hand once per turn to add any Abyss Script spell from your deck (except a copy of what you showed) to your hand.
This continuous search function gives you a consistent hand edge without any trade-offs. All you have to do is meet the easy-to-achieve criteria.
Also, while you control a pendulum-summoned Abyss Actor pendulum monster, Fantastic Theater changes the results of any activated monsters your opponent controls so that you destroy one set spell or trap they control.
This stops your opponent from using the abilities they would normally rely on when they are triggered, and it also changes the way those abilities work so that they destroy your face-down spells.
This seems like a bad thing, but remember that when Abyss Script spells are broken while they are set, they can do a number of tricks.
So, you’re basically shutting down normal effects that work against you by changing them with ones that help you.
15. Clear World
One of the strangest field spells in Yu-Gi-Oh: Clear World starts off this list.
Depending on what kind of monsters each person controls, Clear World has different effects.
If you’re playing with dark monsters, you can only really handle two of them before the others become useless.
If your opponent is using light monsters, you can always see their whole hand and have the upper hand. Depending on what deck your opponent is using, this can stop them in a lot of ways.
The only bad thing is that you will also feel these affects.
This card works best in a deck with few or no monsters, like an Exodia deck or a burn deck, so you can get all of its benefits without being slowed down.
14. Summon Breaker
Summon Breaker is a great way to keep your opponent from getting too far ahead of you.
With this card, a player’s turn is over if they call more than three times.
In current Yu-Gi-Oh!, a good turn can easily have 10 or more summons, so this card is great for stopping your opponent from bringing out those big monsters.
Play this card in a deck that doesn’t depend too much on combos to get the most out of it.
There are a lot of decks that can do this without losing power, like a Dark Magician or Monarch deck.
13. Secret Village of the Spellcasters
A must-have in almost any deck with spellcasters.
It makes it impossible for your opponent to play any spell cards as long as you control a spellcaster and they don’t.
So many combos in Yu-Gi-Oh! are kept going by strong spell cards like Monster Reborn or Foolish Burial. This card puts a stop to that right away.
But watch out in case your opponent is holding a board wipe.
If they can kill your spellcasters, you won’t be able to cast magic. Play this field spell along with defensive spells like “My Body as a Shield,” and your opponent will be locked out for sure!
12. Sky Iris
Sky Iris gave pendulum decks the safety they really needed and a great way to find big boss cards.
The Odd-Eyes Pendulum Dragon is one of the powerful Odd-Eyes cards you can find with this field spell. It has 2500 attack and can double the damage done in battle.
To use this spell, you must get rid of one of your own cards. Which sounds pretty bad until you understand that a lot of monsters with pendulums have crazy powers when they die.
For example, if you pop a Purple Poison Magician, you can get a card from your deck and destroy a card on your opponent’s field.
11. Trickstar Light Stage
This card helps Trickstars in a lot of ways, but that’s not why it’s a good field spell.
It makes your opponent to use their set spells or traps, even if they don’t want to. If they don’t, those spells or traps are destroyed.
To win Yu-Gi-Oh!, you must use the right spells and traps at the right time.
If there’s nothing good in the graveyard, why use a spell to bring it back to life?
But Trickstar Light Stage stops your opponent from making that choice, causing them to throw away some cards.
10. Cynet Storm
Here is another great field spell from the Link era.
Cynet Storm is an amazing card for Cyberse teams.
It is a field spell that lets you get a free Link monster from the extra deck.
Some of the monsters in the Cyberse archetype are very strong, and you need to use 3 or 4 monsters to call them.
With this field spell, if your opponent does damage to you, you can grab a strong extra deck monster right away.
This will make sure that your opponent will think twice before striking.
9. Dragon Ravine
You would have to look hard to find a dragon deck in Yu-Gi-Oh! This card doesn’t work with that.
Every turn, you can send a dragon monster from your deck to the graveyard with Dragon Ravine. It’s like a reusable Foolish Burial.
Many dragon monsters come back to life when they are sent to the graveyard.
For instance, if you send The White Stone of Legend, the powerful Blue-Eyes White Dragon from your deck will be put into your hand.
Dragon Ravine is also great if you have a spell like Monster Reborn that lets you bring back dead creatures, so you can bring out your big boss dragons right away.
Gravekeepers are a strong anti-meta deck that has been around since they were first released.
Necrovalley is just one reason for this.
Necrovalley makes it impossible to move cards out of the graveyard, which I just realized is because they’re called “Grave Keepers.”
A lot of decks use the graveyard as if it were another hand. They’ll bury their most important assets so they can get to them later.
With this field spell, once cards are put there, they will stay there. This stops so many popular decks from working, which is why Gravekeepers are still played in tournaments.
Gravekeepers also have a lot of resurrection spells and traps that Necrovalley doesn’t affect, so don’t worry, this card won’t hurt you.
7. Lair of Darkness
This is the only field spell on this list so good that it has its own structure deck.
When your opponent plays Lair of Darkness, all of their monsters turn black. You can pay them off to get results as if you controlled them.
When you combine this with cards like Crush Card Virus, which can destroy all of the strong monsters in your opponent’s hand, field, and the next three cards they draw, you’d have an unstoppable level of destruction.
6. Magical Meltdown
I think that the Invoked archetype is, without a doubt, one of the coolest fusion summoning characters that have ever been added to the game.
Aleister the Invoker, a powerful magician, must make huge elemental creatures and call them all to him.
With Magical Meltdown, you look for Aleister the Invoker so you can start fusing summons everywhere. But it also protects your fusion monsters in a very strong way.
In particular, it makes sure that your opponent can’t stop your fusion summons or do anything else in answer to them being called.
Because of this, Invoked cards are often added to other fusion decks like Shaddolls, which makes Magical Meltdown a great field spell for all fusion decks.
5. Mausoleum of the Emperor
Mausoleum of the Emperor had to be made because Monarch cards couldn’t get any scarier.
This card lets you use your life points as gifts to call a creature.
This means you can summon some really big monsters without using up your own strong monsters.
Earthbound Immortals is a deck that works very well with this field spell.
These were the “evil” cards in Yu-Gi-Oh! 5ds. They were all level 10 monsters that could attack straight.
You can use Mausoleum of the Emperor to bring these actual gods for almost nothing and kill your opponent in a matter of seconds.
4. Fusion Gate
Don’t get me wrong, I love the way fusion works. But waiting for a copy of Polymerization to show up is the most annoying thing you can do.
Fusion Gate gets around this problem and lets you use Fusion Summon every turn as if you had Polymerization.
This means you can get out your strong extra deck monsters very quickly, and if you have enough materials, you can get out more than one at a time.
The main problem is that you have to throw away the supplies. But you might be able to get some of them back with cards like Escape from the Dark Dimension.
3. Boot Sector Launch
Since Rokkets came out, Dragon Link has been a meta deck, and it doesn’t look like they’re going anywhere soon.
The Boot Sector Launch field spell is the best one for the deck. It helps to go first or second, which in Yu-Gi-Oh! is a very rare thing.
If you go first, you can bring up to two Rokkets from your hand into play. This gives you a lot of ways to start your link plays.
If you go second, this card gets even better, and you can call up as many Rokkets from your graveyard as the difference between the number of monsters you and your opponent have.
Talk about putting everyone on the same level.
Another great thing about this card is that it can be found by using Striker Dragon, a monster that can be summoned with just one card.
2. Domain of the True Monarchs
This could be the one card that made Monarchs go from being good to being unbeatable.
As long as you are the only one with a tribute-summoned monster, this field trick stops your opponent from using the extra deck at all.
In modern Yu-Gi-Oh!, it’s all about using your extra-deck to bring out the best big monsters. And this field spell changes everything about the game.
If your opponent isn’t ready for this field spell, they’re probably going to lose right away.
You can also use this card to make it easier to call your level 8 monarchs, like the Mega Monarchs or Ether the Heavenly Monarch, by reducing the number of summon tributes they need from two to one.
When the structure deck Emperor of Darkness came out, Monarchs were the most popular deck, and this field spell was a big part of why.
1. Mystic Mine
Mystic Mine is by far the most powerful and dangerous field spell in the game.
Many players thought that this card would be on the last list of banned cards, but it is still legal (for now)!
As long as your opponent has more monsters than you do, Mystic Mine stops them from using the powers of their monsters or making attacks.
This card’s power comes from the fact that it doesn’t matter what deck your opponent is using.
You just have to let them go first and then wait. Sorry, you set up a board with 4 big boss monsters and 8 powers that cancel each other out?
That’s cool, but now that the Mystic Mine is up, they’re pretty much useless.
Your opponent can only get around this by drawing a spell or trap card, like Mystical Space Typhoon, that lets them destroy your field spell.
Given that cards like Mystic Mine don’t get played very often in the current format, it’s crazy good and probably the best field spell in the game.