Jeremy enjoys dueling in between working as a chemical analyst and campus building manager.
Field Spells in Yu-Gi-Oh!
Field spells are similar to continuous spells in Yu-Gi-Oh!, offering ongoing effects, but they have a unique zone, meaning you can only control one at a time. Fields also tend to be stronger, providing multiple effects that make them crucial to several archetypes.
Searching for and protecting your terrains helps to reap their powerful rewards; how can you best enforce your turf? These are ten excellent field-supporting cards in Yu-Gi-Oh!
10. Ancient Fairy Dragon
Synchro monster Fairy Dragon would rank higher if not for her current ban. While her ATK is mediocre at 2100, she impresses with 3000 DEF and can once per turn special summon a level four or lower monster from your hand, though can you can't battle the turn you use the effect.
More than that, she can once per turn destroy all fields, grant 1000 life points for each, then add a field from your deck to your hand, great for removing opposing arenas while searching for your own.
9. Barricadeborg Blocker
Blocker's frail at 1000 ATK and doesn't have the best link arrows, but he's easy to summon, accepting any two monsters (even tokens) as material as long as they have different names. When special summoned, he lets you discard a card to retrieve a continuous or field spell from your graveyard at the end phase, and he prevents your face-up spells from being destroyed by opposing effects.
You can form a nice combo by using Blocker with Swords of Revealing Light, having Blocker protect Swords while it prevents your opponent from attacking.
8. Field Barrier
Barrier prevents fields from being destroyed and players from activating fields. If you're lucky, you can play your field on turn one followed by Barrier, not only defending your terrain but preventing foes from activating their own.
Z-ONE is basically a bluff card; it has no effect if activated, but when destroyed while set face-down, it recovers a continuous or field spell from your graveyard. Notably, it doesn't matter whether it was your card or an opponent's that hit Z-ONE; you'll get the new spell either way, so use with cards that destroy own backrow, like Scrap Dragon.
Minefield has mediocre ATK/DEF at 1500, but he's easy to summon and has synergy with earth machine decks. Also, when he leaves the field (in any way), he recovers a field from your graveyard, helping block a hit while gaining advantage or providing fodder for destruction effects.
5. Chaos Daedalus
Bit of a cheat since this one's supported by field spells, but Daedalus is worth his summoning cost of banishing a light and dark monster from your graveyard. Not only is ATK strong at 2600, he prevents your opponent from targeting your dark and light monsters (including himself) with effects while there's a field anywhere, even on your opponent's board. Also, Daedalus can once per turn banish cards depending on how many fields are face-up, possibly removing two threats at once.
4. Ancient Pixie Dragon
Pixie Dragon shares Fairy's 2100 ATK and 3000 DEF, accepts any tuner and non-tuner adding up to level 7, and isn't banned or even limited. She lets you draw after a field is activated during your turn, and while a field exists, can target and destroy an attack position monster.
A great blocker who offers both advantage and removal makes Pixie a must-have in synchro decks reliant on fields, like the F.A. or Fortune Lady families.
3. Armored White Bear
White Bear's a versatile card useful for almost any situation. For a monster who doesn't need tributes, he has sturdy 1800 ATK, and when normal or special summoned while there's a synchro monster on the field (even an opponent's), he can return a field from your graveyard to hand.
Finally, when destroyed by battle or an opposing card effect, Bear summons a different level four or lower beast from your graveyard or deck.
2. Set Rotation
Limited as of this writing (one copy allowed), Rotation's a quick-play spell that sets two different fields from your deck (one to each player's field zone). Not only does this give you a field, it can remove an opponent's, and while either of the cards you played remains set, neither player can play another field.
In other words, you can keep your field face-down to prevent foes from replacing what you gave them with a new field, though in some cases, it's worth activating yours to reap its benefits.
Spell card Terraforming is limited, simply adding a field from deck to hand, no downsides or other ill effects. Trap card Metaverse isn't limited, similarly searching for or directly playing a field from deck.
Terraforming's usually the better option since you can use it immediately without having to set it for a turn, but Metaverse can bait a removal. Both are excellent for field-reliant decks and surprisingly cheap; snag your own Terraforming for less than a dollar!
Field-Reliant Yu-Gi-Oh! Decks
Today we've seen several generic field-supporting cards, and nearly every archetype had its own preferred stadiums. Themes that are especially reliant on them include the level-altering F.A. machines, the colossal Earthbound Immortal giants, and the tricky Malefic monsters. But for now, vote for your favorite spell support, and I'll see you at our next YGO countdown!
© 2021 Jeremy Gill