Best Yu-Gi-Oh Spell Cards
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.
Aw, the ol’ brainwashing trick never gets old. Whether you’re Professor Xavier on a fun day or a fleet of aliens with a new brain-jacking device, there’s no greater joy than turning your enemies on each other, against their will, and watching the drama ensue. Doesn’t it bring you such jubilation to see your opponent’s expression cringe or drop as you switch their previously Breakthrough-Skilled Castel, Silent Honors Ark, or Abyss Dweller to your side? Oh! How about that frustrated grunt as you Synch their monster with your Tuner, or worse, you Xyz summon with it, then detach your monster for an effect while keeping theirs tucked under yours? Such psychological damage this card brings to game! The writer need not say more.
Here’s another ancient card that is still viable in today’s game. Instant Fusion lets one Fusion Summon any level 5 or lower monster one stuffs in the Extra deck. Unfortunately, it can’t attack… Fortunately, who cares? Synchro duelists will tune it for quick access to level 8 Synchro monsters, while Xyz duelists will use it to do what they do. Yeah, this is a powerful card, all right. On an unrelated note: have you heard of Elder Entity Norden, a level 4 fusion monster that can Special Summon a level 4 or lower monster from the Graveyard when he’s summoned? He’s a good card, but the cost to make him is outrageous… Oh! I see what you did there, Konami. I almost missed that one.
Super Quantal Mech Ship Magnacarrier
Bow before the king of the Field Spells, ladies and gentleman. This 12”-named-card lets one upgrade a Quantum monster to its Xyz counterpart by simply discarding one card, and you can do it as many times as you want in one turn! You can also summon the Megazord by sending this card to the Graveyard, and you can use three different Quantum Xyzs on the field or in the Graveyard as material for it. Too many plusses and no negatives make this Magnacarrier fly high above the rest.