Best Yu-Gi-Oh Spell Cards (2017)
Separating themselves from Monsters and Traps, Spell cards serve a vital function in the Yu-Gi-Oh TCG. Unlike monsters, whose usefulness equate to dice rolls because of traps and rival brethren, and traps, which must be set a turn before they’re useful, Spell cards offer instant satisfaction to the user. With some Spells, the advantage it gives its caster are obvious, others add more subtle influences to the game, and then some only boost certain archetypes. Whatever your taste of Spell, the following list, set in no particular order, highlights the game’s best cards cast in light blue.
Card #1 is #1, now and for as long as it’s off the ban list. What’s not to love about instantly destroying all your opponent’s monsters, despite their battle positions? Even if your opponent is running the, "That tickled, sir, I want some more,” Pendulum mechanic, destroying all their monsters with Thor’s might still opens the gateway for some direct lifepoint damage, making this card, if conserved mid to late game, a game ender. While it’s loose, fear the Raigeki.
A card that lets one change a monster, unless you’re ranking-up an Xyz or swapping Synchros, doesn’t usually affect the game. Adding Mask Change to a hero deck, however, instantly grants the deck anti-meta status. Dark Law shuts down the graveyard by banishing all your opponent’s cards sent there, and Masked HERO Acid destroys all your opponent’s Spells and Traps when he appears, and both cards can be accessed via Mask Change. And let’s not forget how the summon of an Elemental HERO Shadow Mist can bring the card to the hero-loving-duelist’s hand. Revolutionizing the game by making Heroes anti-meta gives Mask Change a spot on this list.
Mystical Space Typhoon, Galaxy Cyclone, and Twin Twisters fought in an epic storm war for this spot, but, naturally two magical twisters beat 1 any day. But seriously, Twin Twisters became the new staple of Spell and Trap destruction not only because of it targeting two cards as opposed to one, but also the cost allows a setup for any Graveyard-reliant deck. Non-Pendulum decks have even changed their tactics by setting 1 Trap or Spell at a time, hoping a twin-storm-rider won’t waste their treasured spell. When a card replaces previous staples and changes the way players approach the game, you know it’s made it big.
As if Performagicians didn’t have enough support… Slapping the face of Spell-Shattering Arrow and Twin-Twisters, Pendulum Call grants immortality the premier turn your Pendulum-Magicians get played, in addition to searching for two of them. This card enabling a free Pendulum summon the turn its activated gives it a greater fear-factor than Obedience Schooled, and there was nothing scarier than beast-monsters able to gang together before rolling-over, playing fetch, and picking up the bones of their enemies as sticks. Yeah, magicians spawning armies of monsters from the sky is definitely scarier.
Many a duelist scratched his or her respective head when this card hit booster packs. Many even pondered why it wasn’t immediately sent to the ban or limited list upon its release. Little did they know, just like a cautious high school graduate attending a community college before diving into a four-year university, the power of this card prepared them for the Pendulum mechanic to come. Who cares if you can’t enter your battle phase or must pay 1000 lifepoints for each monster restored? Mid or late game, with a proper Graveyard set-up, you can access almost any Xyz or Sychro in your extra deck, or just bring back a powerful beast and sit on it (Beelze or Black Luster Soldier – EOB anyone?). Everyone knew it was going to be limited, but found room for three in their decks anyway. Now that it’s limited, if you have it, you’re running it. If you’re not, there’s a good place for hipster duelists like you, my friend. It’s called an insane asylum.
Interrupted Kaiju Slumber
Welcome to the TCG side of the dueling world, my friend, where the Kozmos attack loop you infinitely and your monsters’ immortality effects don’t mean squat before giant Japanese monsters. This card deals with the latter rather the former, and provides more support for Godzilla’s roommates than Dr. Doom backed by Darth Vader. It’s essentially a Dark Hole that replaces all monsters destroyed with two Kaijus, one on each side of the field, but come one… In a Kaiju deck, any card given to you is as much yours as a poison apple given from a decrepit old witch: you can savor the flavor during your first bite, but in the end the witch will always have the last laugh. You’re losing advantage; your opponent’s getting a monster, and don’t get it twisted any other way. Banishing this card from the grave to add a Kaiju to one’s hand doesn’t help either, making this card, in the writer’s opinion, one of the most underrated cards currently in the game. Kaiju decks will be loyal lovers to this card, while any deck desiring to tinker in Kaijus can now viably do it.
So many different types of draw cards exist in the Yugioh TCG, most players would consider it impossible to choose one to stand above the rest, or at least grant each one its own merit for what it does for its respective archetype. Some draw Spells sacrifice hand advantage for a gain (Allure of Darkness, Trade-in, the ever-now-abused Card of Demise), some sacrifice field advantage (Advance Draw, Magic Planter), and then others sacrifice game mechanics for a turn (Pot of Riches, Pot of Duality). Out of all these, the writer still believes Solar Recharge dominates the kingdom of drawing. Why? Because, in its respective archetype, you’re not losing anything to use this card. Aborting a Lightsworn to the grave fuels Judgment Dragon’s rage, drawing gives one hand advantage, and sending cards from the deck to the grave brings its poster dragon even closer to gracing the field and can even bring a Wulf or Felice to one’s defense. You may be netting 0, but no other draw card subtly influences the game like this one, making it the most powerful draw card you’ll laugh at until a gang of self-righteous dragons blow your field away before mauling you for game.
Dark Magical Circle
It’s pretty obvious somebody is fanboying hard over the Dark Magician to make every piece of his equipment a card. We have Magician’s Rod, Magician’s Robe, his Magic Circle… All we’re missing is his shoes, socks, and maybe his underwear. Jokes aside, Dark Magical Circle is a Spell card you’ll want to take seriously. Playing the card allows one to search the top three of one’s deck for a Dark Magician card, and then to rearrange the remaining cards in any order the user desires. The other effect, arguably the more annoying one, allows one to target and banish a card when a Dark Magician is summoned. Sure, the effect may only be one per turn, but a Dark Magician deck summons its star act more than Pein from Naruto’s Animal Path. Plenty of Spells generate fear in a Dark Magician’s bag of tricks, but Dark Magical Circle’s ability to be the most frightening among the feared earns it a crown in 2017.
Sorry, but it’s not working out, Instant Fusion; you just don’t have enough fireworks to keep our interest. While newer strategies Special Summon enough to make more… traditional decks feel like your Grandpa’s 1960 vehicle he never finished the restoration for, a hero emerged that allowed ancient decks to throw aside their canes: Brilliant Fusion. For the small cost of losing deck space to a few Gem-Knights, and a Light monster if your deck isn’t already running those, Brilliant Fusion allows one to Fusion Summon Gem-Knight Seraphinite, who grants its owner an extra Normal summon or set per turn. The Card Makers may have unfortunately balanced the card by making the Gem hero it summons have 0 attack and defense, but an extra summon per turn is nothing to sneeze at, a fact making it one of the most sought after cards this dueling era.
Once you see the new king of Field Spells, your primal reaction of dread will be enough proof for its spot on this list. Let’s see: It grants all monsters in its archetype, the True Kings and True Dracos, a 300 attack and defense boost. The first time one of its tribute summoned wyrmies is destroyed by a battle, it is not destroyed. Oh, and what’s this… You can destroy a card you control or in your hand to add a card… Does that say monster only? Let me adjust my glasses. Spell or Trap? No, that says “True Draco or True King card from your deck to your hand.” Sigh… Okay. Hmmm… Nope, no “This effect can only be activated once per turn, and only once that turn” here, so that means you can keep stacking these guys and destroying your monsters like your Bomberman getting hell mail. The writer will end this here. Nothing more needed to say.
Which Spell card outcasts the others?
Champ of 2016: Raigeki
© 2016 Zeron87