Yu-Gi-Oh: Top 6 Field Spell Cards

Updated on January 20, 2018
Jeremy Gill profile image

Jeremy enjoys dueling in-between studying forensics and working part-time at his college.


Field Spells

In Yu-Gi-Oh, a special kind of magic card, called a "Field Spell", casts an environment over the match, imbuing a special effect. Field Spells greatly aid players because their abilities enhance multiple monsters, and they remain in play until destroyed by a card effect (or until a new Field Spell is activated).

Take a look at the example to the right, Yami. This card increases the attack and defense scores of all Spellcaster and Fiend type monsters (including your opponent's) by 200, and reduces the scores of Fairy types by 200. If your deck is full of Spellcasters and Fiends, this card would work great for you.

However, that's the downside of many Field Spells; most depend on you arranging your deck with certain monsters. Still, exceptions exist to this rule, and today we'll rank the six most useful area-encompassing magic cards!

Clear World
Clear World

6. Clear World

Each card brandishes not just a type, but an attribute, too, like earth or fire. Clear World assigns penalties to each player depending on the attributes of the monsters you have in play. The effects for each attribute are:

  • Light: Play with your hand revealed.
  • Dark: If you control 2 or more monsters, you cannot attack.
  • Earth: At the start of your turn, destroy one of your defense position monsters.
  • Water: At the end of your turn, discard a card.
  • Fire: At the end of your turn, take 1000 damage.
  • Wind: You must pay 500 Life Points to play a magic card.

These effects will hamper you too, so play Clear World when your opponent has many more attributes out than you do. Also, you'll have to pay 500 Life Points each turn to keep the card active, but its powerful effects can drastically impede your opponent when he/she gains the advantage.

Mausoleum of the Emperor
Mausoleum of the Emperor

5. Mausoleum of the Emperor

Mausoleum's effect allows you to more easily summon higher level monsters. Normally, when summoning a monster that ranks as a level 5 or higher, you'll need to tribute one of your monsters on the field. Some monsters even demand two or three sacrifices.

Mausoleum allows you to use your own Life Points to this end; for each creature you'd have to tribute, you instead pay 1000 Life Points. Obviously, this reduces your life, but makes it far easier to call forth strong monsters. Combine it with cards like Golden Ladybug to replenish your life, then devastate your rival with a formidable creature.

Just be careful - your opponent may use the summoning effect, too.

Closed Forest
Closed Forest

4. Closed Forest

Closed Forest functions in any deck seeking to block against opponent Field Spells. Normally, yours will be destroyed if your opponent plays a new Field Spell, but Closed Forest's effect prevents a new arena from being activated.

Then, it'll boost the strength of your Beast-type monsters by 100 for each monster (of any type) in your Graveyard. If you play at least a few Beast types, they'll receive a substantial boost, and the forest will guard against enemy fields, making it a useful addition to many decks.

The Seal of Orichalcos
The Seal of Orichalcos

3. The Seal of Orichalchos

This Field is so strong that its own effect allows you to only play it once per duel. First it boosts the attack of all your monsters by 500. Next, the card can prevent its own destruction once per turn. Finally, as long as you have at least two monsters out, your opponent cannot attack the monster with the lowest attack score.

Those are some incredibly powerful effects; unfortunately, The Seal of Orichalchos has some downsides. When you play it, it'll destroy all of your own Special Summoned monsters. Also, while the arena is active, you cannot special summon monsters from your extra deck. The card serves any deck, but excels in a format that doesn't rely on Special Summons. Give it a try to see if its abilities work for you.

Sorcerous Spell Wall
Sorcerous Spell Wall

2. Sorcerous Spell Wall

Sorcerous Spell Wall simply offers two potent effects for your array:

  • During your turn, increases your monsters' Attack by 300
  • During your opponent's turn, increases your monsters' Defense by 300

Though only one bonus will be active at a time, they're active when you most need them (Defense typically only functions on your opponent's turn, not yours).

This card works great because it has no cost, aids any Deck, and offers no bonus to your opponent.

Honorable Mentions

Ancient Forest
Flip all face-down monsters face-up. After any monster attacks, it is destroyed.
Array of Revealing Light
Declare one monster type. During the turn a monster of that type is summoned, it cannot attack.
Savage Colosseum
Whenever a monster attacks, its owner gains 300 Life Points. Destroy any attack-position monsters who did not attack at the end of each turn.
More useful Field Spells.
Clock Tower Prison
Clock Tower Prison | Source

1. Clock Tower Prison

The obvious downside of Clock Tower Prison- once you play it, its effect takes three more of your turns before it'll activate. But once the time has passed, this prison offers two effects

  • If this card is destroyed, Special Summon Destiny Hero - Dreadmaster from your Deck
  • You do not take any battle damage.

That's right, all combat damage to you is negated. If your opponent hammers you with a stronger creature, you won't take damage. If they attack you while you have nothing to defend yourself, you won't take damage. Clock Tower Prison makes you immune to the main method of reducing Life Points.

As a bonus, if the card is destroyed after its effect has been activated, you are allowed to summon Destiny HERO - Dreadmaster from your hand or deck. Thus, it works extra well for players using the Destiny Hero series of monsters, but its main effect will benefit any duelist. Combine it with cards such as Swords of Revealing Light to ensure you'll last long enough for the ability to activate, and you'll have constructed an impressive defense.

Your Favorite

Which field spell do you prefer?

See results

Your Vote

Field Spells come in many shapes and sizes, and almost every deck includes at least one - be sure to utilize their awesome might.

Feel free to vote for your favorite, and I'll see you at our next countdown!

Update: As time passes, cards naturally gain or lose staying power. This list still highlights some awesome Fields (especially the top three) but keep your eyes peeled for new and formidable Fields!

Questions & Answers

    © 2015 Jeremy Gill


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      • profile image

        Aaron 3 months ago

        Mausoleum of White is my favorite, and I use it in my deck.

      • profile image

        Ferb 7 months ago

        What about Forest xD

      • profile image

        Hahhaa 7 months ago

        Where is the Toon kingdom

      • profile image

        Bobby 9 months ago

        What about Dark Santuary? That card is op

      • profile image

        Pete Zahut 10 months ago

        Personally I like dark sanctuary

      • profile image

        Nick wolf 12 months ago

        i rely heavy on spellcasters that use spell counters, i love citadel endoymonium, combo that with breaker and you break your opponents spells and traps, defender (if you don't have 2 magicians valkyrias out) will stop all your monsters from leaving too.

      • profile image

        Ultimagamer 14 months ago

        I think that revolving switchyard is the most powerful, given that the card allows you to summon a level 4 monster with 1800 attack points when you summon a level 10 earth and machine type monster to your field and then raise it's level to 10. As a result you can summon night express knight to your field by lowering it's attack points to 0 with it's special ability, then use revolving switchyard to summon ruffian railcar ( level 4, with 1800 attack points ) and raise it's level to 10. Then you can summon one of the railway xyz monsters, like super dreadnought rail cannon Gustav max. Your opponent can't take any battle damage, but Gustav's ability can deal 2000 damage by using an overlay unit, plus it has 3000 attack points.

        Understandably though, if you don't have the right cards in your hand, the combo doesn't work very well, but if you do, it works insanely well

      • profile image

        Klaus 17 months ago

        Actually Necrovalley is quite useful versus decks that rely on bouncing things from the graveyard to removed from play, back to the field, back to the hand, back to the deck... which many of the meta decks today do.

      • Jeremy Gill profile image

        Jeremy Gill 18 months ago from Louisiana

        Personally, I've never found Black Garden to be that great, though it has its uses. Necrovalley definitely works well, though only for the Gravekeeper monsters, who admittedly aren't my favorites either.

        On a different note, I hope to do another Field Spell countdown in the future, so please look forward to it!

      • profile image

        Kevin 21 months ago

        You forgot Black Garden and Necrovalley.

      • Jeremy Gill profile image

        Jeremy Gill 2 years ago from Louisiana

        Sure thing! Ancient City Rainbow Ruins is a great Field Spell - but only if you're using a Crystal Beast deck (no other monsters will benefit from it). It has many powerful effects that help make up for the Crystal Beast's subpar battle stats. Those monsters aren't my favorite, but if you're gonna use them, run some of that card.

        Necrovalley is similar. It's very helpful, but only for Gravekeeper decks. If I had to pick between the Crystal Beasts and the Gravekeepers, I'd probably select the latter, but use whatever works best for you.

      • profile image

        yugiohcrazyfan 2 years ago

        Can i have Your Opinion About :

        Ancient City Rainbow Ruins


      • Dima Alexandru profile image

        Dima Alexandru 2 years ago from Suceava,Romania