Top 10 Field Spells in Yu-Gi-Oh
Field Spells in Yu-Gi-Oh
Field spells have been with us since the beginning, and they remain as prominent now (probably more so) as they were in dueling's origins. Unlike most monsters, spells, and traps, each player can only employ one field spell at once, a limitation that tells you just how strong these magic cards are. Despite this restriction, field spells offer incredible benefits that vastly boost the power of several archetypes, and since they tend to empower your entire field (rather than just one or two monsters), they form a crucial part of your deck list.
But with hundreds of amazing arenas to choose from, which lands reign supreme? These are the ten best field spells in Yu-Gi-Oh!
10. Sky Iris
Use With: the Magician, Odd-Eyes, and Performapal archetypes
Many field spells only strengthen one specific series of monsters, but Sky Iris's first ability works with three: all Magician, Odd-Eyes, and Performapal pendulum cards in your pendulum zones cannot be destroyed by your opponent's card effects, an awesome shield that defends three sizable and competitive pendulum archetypes.
In addition, you can (once per turn) destroy one card you control to add an Odd-Eyes card from your deck to your hand. Not only is this an awesome search function, it operates with all types of Odd-Eyes cards, meaning you can add anything from the mighty Odd-Eyes Pendulum Dragon to the Odd-Eyes Fusion spell.
9. Abyss Playhouse - Fantastic Theatre
Use With: Abyss Actor
Abyss Playhouse - Fantastic Theatre lacks the common ATK/DEF boost of many field spells, but offers its designated archetype two unique and tantalizing effects. First, you can (once per turn) reveal an Abyss Actor pendulum monster and an Abyss Script spell in your hand to add any Abyss Script spell (except for a copy of what you revealed) from your deck to your hand. This continuous search function grants you consistent hand advantage with no trade-offs; you just have to meet the easy-to-achieve criteria.
In addition, while you control a pendulum summoned Abyss Actor pendulum monster, Fantastic Theatre alters any opposing activated monster effects to "you destroy one set spell/trap your opponent controls". This not only denies your opponent the triggered abilities they would normally rely on, it alters their effects to destroy your face-down spells. This sounds like a bad thing, but remember that Abyss Script spells activate a variety of tricks when destroyed while set. Thus, you're essentially shutting down regular opposing effects by replacing them with abilities that actually end up helping you!
8. Sorcerous Spell Wall
Use With: Anything!
The simplest of today's cards, Sorcerous Spell Wall works great for any deck that relies on multiple archetypes or lacks a strong series-specific field spell. Really, it just works well with everything. Spell Wall simply boosts the ATK of all your monsters by 300 during your turn and their DEF by 300 during your opponent's.
It's as simple as that. The ATK boost on your move lets you overwhelm your opponent during your battle phase, while the DEF boost helps your blockers fend off any blows during your opponent's. And since there aren't any archetype specifications or other restrictions, you can easily fit Spell Wall into any kind of deck. Great for anything, especially series that use both battle positions frequently (like the Yang Zing).
7. Oracle of Zefra
Use With: Zefra
This daunting spell adds any Zefra monster from your deck to your hand upon activation, already justifying its usage by providing you with a free (and hand-picked) warrior. In addition, when you special summon a Zefra monster, you can activate the appropriate effects once per turn per effect depending on the summoned card's monster type:
- Ritual: Shuffle one monster on the field into the deck
- Fusion: Special summon one monster from your hand
- Synchro: Choose a monster from your deck and place it on top of your deck
- Xyz: Draw one card, then discard one card
The real treat is that you can activate as many of these effects in a single turn as you like, just not the same one twice. And unlike some field spells (looking at you, Harpies' Hunting Ground), the abilities are optional, so you don't have to trigger them if for some reason it would be disadvantageous.
6. F.A. City Grand Prix
Use With: F.A.
F.A. City Grand Prix offers a great trio of benefits to the F.A. series. First, their levels are increased by two during each player's main phase and battle phase; not only is this helpful for xyz summoning high-rank gargantuans, it triggers the F.A. group's effects that boost their ATK with higher levels. Additionally, Grand Prix prevents your opponent from targeting your F.A. monsters with card effects, an awesome shield that defends against most debuffs from any source.
Finally, when your face-up Grand Prix is destroyed by a card effect, you can add any F.A. card from your deck to your hand except another Grand Prix. This is an awesome search that can pull multiple types of cards from your deck, and it even activates if you were the one who triggered Grand Prix's destruction.
5. The Seal of Orichalchos
Use With: Anything that doesn't heavily rely on the extra deck
For any build that doesn't heavily rely on the extra deck, The Seal of Orichalchos offers some incredible power. First, the downsides: when you activate it, all your special summoned monsters are destroyed, so make sure to wait until your field is clear or only has normal summoned units. Additionally, while fielded, you cannot special summon from your extra deck, and you can only activate one Seal of Orichalchos per duel.
However, all monsters you control gain 500 ATK and your opponent cannot target your monster(s) with the lowest ATK for an attack while you control at least two face-up attack position monsters. There are both excellent benefits, and if you control two monsters with the same ATK, they'll both have the lowest ATK on your field, meaning your opponent won't be able to attack at all! Finally, once per turn, Orichalchos cannot be destroyed by card effects, so your opponent will really struggle to remove it from your arsenal. Powerful and accessible to any archetype, Orichalchos has aged especially well thanks to the added extra deck limitation rules (which reward players who don't rely on it). Some suggested series to use with are Monarch, Batteryman, and Chaos.
4. Domain of the True Monarchs
Use With: Monarch
Technically, this card can be used with any series, but it really shines with the tribute-summon-oriented Monarch clan. As long as you have no cards in your extra deck and are the only player who controls a tribute summoned monster, Domain prevents your opponent from special summoning from their extra deck. Thus brutal net often cuts your opponent's access to their best monsters, forcing them to scramble with just their utility creatures. In addition, Domain grants all tribute summoned monsters you control 800 ATK, a daunting boost that empowers your fiercest champions even further.
Finally, you can reduce the level of a monster with 2800 ATK and 1000 DEF (many of the best Monarchs fit these conditions) by two, allowing you to summon these high-level behemoths with a single tribute instead of needing two sacrificed minions. Since this level alteration remains until the end of the turn, even if Domain is destroyed, your opponent can't counter the trait with a quick-play Mystical Space Typhoon or other trick. If you're running Monarchs, you want Domain in your deck list, and a few other series can benefit from it too.
3. B.E.F. Zelos
Use With: B.E.S.
I won't lie to you: the B.E.S. monsters are an aging group who, on their own, will struggle in modern competitive duels. Luckily, Konami increased their viability with one of the best series-specific spells in the game. When first activated, B.E.F. Zelos adds the spell Boss Rush from your deck to your hand, already replacing itself with a new card for you to use. Additionally, your B.E.S monsters gain 500 ATK/DEF and cannot be targeted or destroyed by your opponent's card effects.
Wow, 500 extra oomph in both battle positions plus immunity to destruction and targeting? Hard to beat that, but Zelos amazingly offers two other boons: you can once per turn special summon a B.E.S. monster from your hand (useful to avoid having to tribute them), and whenever your B.E.S. monsters are normal or special summoned, you add a counter to them, giving more resources to use their effects. What else can I say? This would be the ultimate field spell if only the B.E.S. had some updated members among them. As it, Zelos makes a family once thought unsalvageable surprisingly competent.
2. Amorphous Persona
Use With: Amorphage
Amorphous Persona offers three bountiful gifts to the Amorphage series with no drawbacks. First, it boosts all the ATK and DEF of all Amorphage monsters by 300, a helpful benefit that can make the difference between victory and defeat. In addition, up to twice per turn, when at least one Amorphage monster you control is tributed, you draw a card, a powerful draw engine that has the rare trait of activating up to twice every turn.
And even if your opponent destroys Persona, you can banish it from your graveyard and tribute pendulum monsters from your hand or field whose levels exactly equal 8 to ritual summon "Amorphactor Pain, the Imagination Dracoverlord" from your hand. This lets Persona serve even after leaving the field by conducting the summon of one of the game's best ritual monsters.
1. Lair of Darkness
Use With: Many dark decks, especially Virus Control
A brutal field that supports the abundant dark-attribute, Lair of Darkness inspired the structure deck by the same name. All face-up monsters on the field (including your opponent's) become dark, and once per turn, you can tribute a dark monster your opponent controls to activate a card effect. Since all monsters should now be dark, this lets you annihilate any opposing unit (while sparing your own) to brandish your strongest sacrifice-demanding effects. Additionally, during each player's end phase, they special summon "Torment Token" monster tokens in defense position up to the number monsters tributed that turn while Lair was face-up.
While this summons monsters to your opponent's field as well as yours, it ensures you always have some enemies to spend as tributes, and since the tokens arrive at the end phase, your opponent shouldn't have much chance to use them anyway. An absolutely savage spell that aids a variety of dark decks, I can't recommend Lair of Darkness enough for the Virus Control trap series, and you can obtain it for surprisingly low prices under three dollars!
Which field spell do you prefer?
Future of Field Spells
An integral part of any deck's strategy, make sure to consider the best field spells for your custom deck lists. If nothing else, you could probably toss a Sorcerous Spell Wall or Orichalchos in, but check out your favored archetype's options: you might be surprised by your options. After all, some series, like the F.A. monsters, enjoy access to multiple specialized field spells, and you're bound to find something worthy of admission.
Whatever you end up picking, be sure to quickly add your field spells to hand with the search card Terraforming, and you'll swiftly ravage your opponent with a field full of boosted monsters. But for now, as we eagerly await Konami's next expansion of awesome field spells, vote for your favorite terrain and I'll see you at our next Yu-Gi-Oh countdown!
© 2018 Jeremy Gill