Jeremy enjoys dueling in between working as a chemical analyst and campus building manager.
Quick-Play Spells in Yu-Gi-Oh!
Quick-play spells in Yu-Gi-Oh! work similarly to instants in Magic: The Gathering. You can play them from your hand at any time during your turn (not just the main phase like most spells), but you can also set them to your field to use on an opponent's turn, just like a trap.
This gives quick-plays some awesome versatility and lets you bait removals; which reign supreme? These are the ten best generic quick-play magic cards in Yu-Gi-Oh!
10. Shared Ride
Shared Ride works great against tutor-heavy decks, which is pretty much everything in the meta nowadays. Once activated, whenever your opponent adds a card from their deck or graveyard to hand that turn, you draw a card.
This really makes opponents think before utilizing their searches, either crippling their turn or giving you some awesome card advantage.
9. Cosmic Cyclone
Long gone are the days of Mystical Space Typhoon being the best spell/trap removal. Cosmic Cyclone pays 1000 life points to target and banish one spell or trap, simple as that.
Now, this only hits one card and depletes your life, but it's one of few generic removals that banishes instead of destroying, which at least makes it a sideboard consideration against themes with spell/trap graveyard recursion.
Limited as of this writing, you can have just one copy of Scapegoat in your deck. You can't summon other monsters the turn you play it (you can set, though), so you'll probably use it on your opponent's turn.
Either way, Scapegoat summons four sheep tokens in defense position. Their stats are 0, and they can't be used for a tribute summon, but not only are they great chump blockers, they do help some link and synchro summons. Try using them to cast links like Missus Radiant, who accepts any two earth monsters (even tokens).
7. Chain Strike
Another limited card, Chain Strike works great in effect damage themes, inflicting 400 times its chain link. In other words, you want to trigger as many effects as possible (usually by chaining to an opponent's play); in the right build, this can be upwards of 2000 damage.
6. Book of Moon/Book of Lunar Eclipse
These similar spells both instantly change a monster to face-down defense position; Moon hits one target, while Eclipse discards a card to hit two. This has numerous uses, from preventing an opponent's monster effect/attack to resetting your flip abilities.
Admittedly, these spells have weakened since the introduction of link monsters (who are immune since they can't enter defense position), but they're still prime removals against other threats.
5. Twin Twisters
Easily one of the best spell/trap destruction effects, Twisters discards a card to target and destroy two. Of course, the idea here is to toss something with a graveyard ability to minimize your disadvantage, and the card only gets better if it can bait an enemy removal before activation.
Since the nuke Harpie's Feather Duster is now limited instead of banned, fewer decks will run Twisters, but even now, its unlimited status and instant speed warrant attention.
4. Super Polymerization
Super Poly has long been one of the most feared fusion spells in the game. Unlike regular Polymerization, you have to discard a card and can only use monsters on the field as fusion material. But in exchange, not only do you have instant speed and prevent your opponent from responding, you can use materials from either field!
So, use Super Poly to fuse monsters like Starving Venom Fusion Dragon, who accepts any dark-attribute materials, letting you remove enemy threats while summoning one of your own.
3. Emergency Teleport
Teleport simply summons a level three or lower psychic type monster from your hand or deck, banishing it at the end phase. This might not sound great, but it's an easy play that preserves your normal summon, works as an instant, and synergizes with common psychic hand traps like Ghost Ogre & Snow Rabbit and PSY-Framegear Alpha.
Plus, many psychic monsters benefit from being banished, mitigating the downside (assuming you haven't synchro or link summoned with them in the downside).
2. Called by the Grave
Grave works well against decks running multiple copies of the same cards (basically all of the meta). It banishes a monster from your opponent's graveyard, negating that card's effects as well as those of monsters on the field sharing the same original name until the end of the next turn.
Not only can this remove troublesome graveyard cards, but it can also really disrupt an opponent's combo piece. The fact that the negation lingers until the next turn ends gives Grave a surprisingly long impact.
1. Set Rotation
This limited card sets two field spells with different names to each player's field, and as long as one remains set, neither player can activate a different field. So you can keep yours set to effectively block your opponent from playing something better.
So give your opponent a field you can still benefit from (like Geartown for Ancient Gear). And for more fun, combo with Murmur of the Forest, which returns all fields to their owner's hand. For a competitive limited spell, Rotation's surprisingly cheap, costing well under one dollar!
Destroying Set Quick-Plays
To use a quick-play spell on an opponent's turn, you have to set your field like a trap. However, be aware this can be risky, as you can't activate a quick-play you just set on the same turn. An example: if you set Twin Twisters, but your opponent plays Heavy Storm Duster to destroy it before your end step, you can't activate Twisters in response.
Think carefully and examine your opponent's field to determine your optimal moves, but for now, vote for your favorite instant-speed magic, and I'll see you at our next Yu-Gi-Oh! countdown!
© 2021 Jeremy Gill