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Yu-Gi-Oh: Top 6 Field Spell Cards

Updated on January 10, 2017
Jeremy Gill profile image

Jeremy works part-time while attending college as a Criminal Justice major. He's been annoying his friends with Yu-Gi-Oh trivia for years!


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 increases the attack of your monsters by 300 during your turn, and their defense by 300 during your opponent's. Though only one bonus will be active at a time, their active when you most need them (defense typically only functions on their turn, not yours).

This card works great because it has no cost, no limits, and (unlike many Fields) 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

1. Clock Tower Prison

We'll award today's gold medal to the imposing Clock Tower Prison. First, the downside of the card - once you play it, its effect takes three more of your turns before it'll activate. But once the time has passed, this prison will nullify any battle damage you take!

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, adding a powerful defense to your deck.

As a bonus, if the card is destroyed after its effect has been activated, you are allowed to summon the monster Destiny HERO - Dreadmaster from your hand or deck. Thus, it works extra well to 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 a near-impenetrable 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; I'll likely release a more modern take in the future!


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    • Dima Alexandru profile image

      Dima Alexandru 23 months ago from Suceava,Romania


    • Jeremy Gill profile image

      Jeremy Gill 23 months ago from Louisiana

      Thank you, Dima.

    • profile image

      yugiohcrazyfan 19 months ago

      Can i have Your Opinion About :

      Ancient City Rainbow Ruins


    • Jeremy Gill profile image

      Jeremy Gill 19 months 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

      Kevin 8 months ago

      You forgot Black Garden and Necrovalley.

    • Jeremy Gill profile image

      Jeremy Gill 5 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

      Klaus 4 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.

    • profile image

      Ultimagamer 7 weeks 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

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