Spells are cards with an effect that are activated immediately from hand. They are identified by their Green border. They can only be activated during your turn, and only during the Main Phase, with the exception of Quick-Play Spells, or if the Spell says otherwise, such as with Curse of Fiend. You activate Spells in the Spell/Trap Zone.
There are currently 6 types of spells in the game, which can be identified by a symbol next to the Type field on the card.
Table of Contents
- Setting a Spell
- Normal Spells
- Continuous Spells
- Field Spells
- Equip Spells
- Quick-Play Spells
- Ritual Spells
- Pendulum Monsters
Setting a Spell
While Spells are activated directly from hand, they can also be Set during your Main Phase. This is the act of placing a card face-down in the appropriate zone. Spells are Set vertically, with the top side facing your opponent, in the Spell/Trap Zone, with the exception of Field Spells, which must be set in the Field Zone.
The most basic type of Spells. You activate them, starting a Chain, and after the Chain resolves, they're sent to the Graveyard.
Just like Normal Spells, these are activated, starting a Chain. Unlike Normal Spells, they stay on the field once the Chain resolves. This kind of Spell will either have a passive effect that persists while the card is on the board, or some sort of Ignition-like or Trigger-like Effect.
Very similar to Continuous Spells, except they go in the Field Zone instead of the Spell/Trap zone. Since each Field Zone only has 1 slot, players can only activate 1 Field Spell each. However, players can always replace their Field Spell with another, sending the one that was replaced to the Graveyard.
It used to be that there could only be one Field Spell between both players, but that was changed in 2014.
Similar to Continuous Spells, but must be activated by targeting a Monster, in which case it is said that it is equipped to that Monster. If the monster the Spell is attached to is destroyed, so is the Equip Spell.
Monsters can be treated as Equip Cards. If a Monster is equipped to another Monster, it is put in the Spell/Trap Zone and treated as an Equip Spell. While in this state, the Monster cannot be affected by cards that target Monsters, but it can be affected by cards that target Spells.
The only type of Spell with Spell Speed 2, meaning that it can be activated as a response to another Effect activating, as well as during your opponent's turn. Like with Normal Spells, they start a Chain when played, and are sent to the Graveyard after they resolve.
Special types of spells used for summoning Ritual Monsters. Like with Normal Spells, they start a Chain when played, and are sent to the Graveyard after the Monster is summoned.
Not a type of Spell in the traditional sense of the word, Pendulum Monsters, while set in the Pendulum Zone, are treated as Spell Cards. However, Pendulum Monsters cannot be activated as regular Spells.
Now that you've learned about Spell Cards in Yu-Gi-Oh, why not take a look at some of our other Yu-Gi-Oh guides?
Learn More About Yu-Gi-Oh
Beginner Guides - Card Anatomy 101 | Summoning Xyz Monsters
Card Types - Monsters | Traps | Spells
Master Duel Beginner Guides
Card Pack Purchasing | Using the Deckbuilder | How to Craft Cards
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