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HOME > Yu-Gi-Oh! Card Search > Search result
Card-Type is "Field Spell". Search result Showing 121 to 150 of 284
Card-Type is "Field Spell".
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Rating Score | Card Name | Card-Type | ||||
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Attribute | Level | Type | ATK | DEF | ||
▶︎ Deck | 7.9 (11) | Brain Research Lab | Field Spell | |||
Once per turn, you can Normal Summon 1 Psychic-Type monster in addition to your Normal Summon or Set. If successful, place 1 Psychic Counter on this card. You can also place 1 Psychic Counter on this card instead of paying Life Points to activate any Psychic-Type monster's effect that you control. When this card is removed from the field, the controller of this card takes 1000 damage for each Psychic Counter on it. | ||||||
▶︎ Deck | 7.9 (14) | Magical Mid-Breaker Field | Field Spell | |||
Activate this card at the start of your Main Phase 1 or 2. During each player's Main Phase 1, monsters on the field cannot be destroyed by their opponent's card effects, also neither player can target monsters their opponent controls. You cannot activate or Set Field Spell Cards. | ||||||
▶︎ Deck | 7.9 (36) | Black Garden | Field Spell | |||
If a monster(s) is Normal or Special Summoned face-up, except by the effect of "Black Garden": Halve its ATK, then, the controller of that monster Special Summons 1 "Rose Token" (Plant/DARK/Level 2/ATK 800/DEF 800) to their opponent's field in Attack Position. (This ATK loss remains even if this card leaves the field.) You can target 1 monster in your GY with ATK equal to the total ATK of all Plant monsters on the field; destroy this card and as many Plant monsters on the field as possible, then, if you destroyed all of them, Special Summon that targeted monster. | ||||||
▶︎ Deck | 7.8 (4) | Synchro World | Field Spell | |||
Each time a monster is Synchro Summoned, place 2 Signal Counters on this card. If this card in its owner's control is destroyed by an opponent's card effect: You can Special Summon 1 "Crimson Dragon" from your Extra Deck. You can remove 4, 7, or 10 Signal Counters from your field; apply the appropriate effect. ●4: Increase or decrease the Level of 1 face-up monster you control by 1. ●7: Special Summon 1 Tuner from your GY. ●10: Special Summon 1 Synchro Monster from your GY. |
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▶︎ Deck | 7.8 (10) | Mount Sylvania | Field Spell | |||
You can send 1 Plant-Type monster from your hand or face-up from your side of the field to the Graveyard; choose 1 "Sylvan" card from your Deck and place it on top of the Deck. You can only use this effect of "Mount Sylvania" once per turn. Once per turn, during your opponent's End Phase: You can excavate the top card of your Deck, and if it is a Plant-Type monster, send it to the Graveyard. Otherwise, place it on either the top or bottom of your Deck. | ||||||
▶︎ Deck | 7.8 (34) | A Legendary Ocean | Field Spell | |||
(This card is always treated as "Umi".) All WATER monsters on the field gain 200 ATK/DEF. Reduce the Level of all WATER monsters in both players' hands and on the field by 1. |
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▶︎ Deck | 7.8 (16) | Ancient City - Rainbow Ruins | Field Spell | |||
You must have this many "Crystal Beast" cards in your Spell & Trap Zone to activate and to resolve these effects. ●1+: This card cannot be destroyed by card effects. ●2+: Once per turn (including the opponent's) you can halve the battle damage you take. ●3+: When a Spell/Trap Card is activated: You can send 1 "Crystal Beast" monster you control to the GY; negate the activation, and if you do, destroy it. ●4+: Once per turn, during your Main Phase: You can draw 1 card. ●5: Once per turn, during your Main Phase: You can target 1 "Crystal Beast" card in your Spell & Trap Zone; Special Summon that target. |
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▶︎ Deck | 7.8 (8) | Stairway to a Fabled Realm | Field Spell | |||
When this card is activated: You can send 1 "Fabled" monster from your Deck to the GY. You can target 1 "Fabled" monster in your GY; discard 2 cards, and if you do, add that monster to your hand. You can only use this effect of "Stairway to a Fabled Realm" once per turn. If your "Fabled" monster attacks an opponent's monster and you have less cards in your hand than your opponent, your monster gains ATK equal to the difference in the number of cards x 200, during damage calculation only. You can only activate 1 "Stairway to a Fabled Realm" per turn. | ||||||
▶︎ Deck | 7.7 (6) | Hidden Village of Ninjitsu Arts | Field Spell | |||
If a "Ninja" monster is Summoned to your field (except during the Damage Step): You can target 1 "Ninja" monster or 1 "Ninjitsu Art" card in your GY; add it to your hand, but for the rest of this turn, you cannot activate cards, or the effects of cards, with the same name as the added card. If a "Ninja" monster(s) or "Ninjitsu Art" card(s) you control would be destroyed by battle or an opponent's card effect, you can banish 1 "Ninja" monster from your GY instead. You can only use each effect of "Hidden Village of Ninjitsu Arts" once per turn. | ||||||
▶︎ Deck | 7.7 (3) | Stray Purrely Street | Field Spell | |||
Your opponent cannot target "Purrely" monsters you control with card effects, the turn they are Special Summoned. Once per turn, if a face-up "Purrely" Xyz Monster(s) you control leaves the field because of an opponent's card: Special Summon 1 Level 1 "Purrely" monster from your Deck or GY. Once per turn, during the End Phase: You can target 1 "Purrely" Xyz Monster on the field; attach 1 "Purrely" Quick-Play Spell from your Deck or GY to that monster as material. | ||||||
▶︎ Deck | 7.7 (10) | Sky Striker Airspace - Area Zero | Field Spell | |||
You can target 1 other card you control; excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Sky Striker" card to your hand, also shuffle the rest into the Deck, then, if you excavated a "Sky Striker" card, send the targeted card to the GY. If this card in the Field Zone is sent to the GY by a card effect: You can Special Summon 1 "Sky Striker Ace" monster from your Deck. You can only use each effect of "Sky Striker Airspace - Area Zero" once per turn. | ||||||
▶︎ Deck | 7.7 (14) | Light Barrier | Field Spell | |||
During your Standby Phase, toss a coin. If the result is Tails, the following effects are negated until your next Standby Phase: ●When you Summon an "Arcana Force" monster, choose which effect to apply without tossing a coin. If an "Arcana Force" monster destroys an opponent's monster by battle, you gain Life Points equal to the destroyed monster's original ATK. |
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▶︎ Deck | 7.7 (14) | World Dino Wrestling | Field Spell | |||
While you control a "Dinowrestler" monster, each player can attack with only 1 monster during each Battle Phase. If your "Dinowrestler" monster attacks an opponent's monster, it gains 200 ATK during damage calculation only. If your opponent controls more monsters than you do: You can banish this card from the GY; Special Summon 1 "Dinowrestler" monster from your Deck. You can only use this effect of "World Dino Wrestling" once per turn. | ||||||
▶︎ Deck | 7.7 (6) | Vaylantz World - Shinra Bansho | Field Spell | |||
When this card is activated: Place 1 "Vaylantz" Field Spell from your Deck face-up in your opponent's Field Zone, except "Vaylantz World - Shinra Bansho". If there are 2 cards in the Field Zones: The turn player can target 1 Monster Card in their own Spell & Trap Zone; they Special Summon that card to their own Main Monster Zone in its same column. The turn player can only use this effect of "Vaylantz World - Shinra Bansho" once per turn. | ||||||
▶︎ Deck | 7.6 (11) | Augmented Heraldry | Field Spell | |||
Psychic-Type Xyz Monsters on the field cannot be targeted by Spell/Trap effects. Once per turn: You can discard 1 "Heraldic Beast" monster; add 1 "Heraldry" Spell/Trap Card from your Deck to your hand, except "Augmented Heraldry". You cannot Normal or Special Summon monsters during the turn you activate this effect, except Psychic-Type Xyz Monsters and "Heraldic Beast" monsters (even if this card leaves the field). | ||||||
▶︎ Deck | 7.6 (30) | Mausoleum of the Emperor | Field Spell | |||
During the Main Phase: The turn player can activate these effect(s). ●Pay 1000 LP; immediately after this effect resolves, Normal Summon 1 monster from your hand that requires 1 Tribute, without Tributing. ●Pay 2000 LP; immediately after this effect resolves, Normal Summon 1 monster from your hand that requires 2 Tributes, without Tributing. (This is their one Normal Summon/Set for that turn.) |
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▶︎ Deck | 7.6 (5) | Magellanica, the Deep Sea City | Field Spell | |||
(This card's name is always treated as "Umi".) When this card is activated: You can place 1 WATER monster from your Deck on top of your Deck. Once per turn: You can target 1 WATER monster you control; increase its Level by 1 or 2 until the end of this turn (even if this card leaves the field). Once per turn, during your Main Phase, if you Special Summon a WATER Synchro Monster: You can look at your opponent's hand, and if you do, banish 1 card from it face-up until the End Phase. |
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▶︎ Deck | 7.6 (5) | Zexal Field | Field Spell | |||
Your opponent cannot activate cards or effects in response to the activation of your cards and effects that target an Xyz Monster you control. During your Draw Phase, before you draw: You can place 1 "Shining Draw" from your Deck on top of your Deck. If an Xyz Monster(s) is Special Summoned to your field (except during the Damage Step): You can target 1 of those monsters; attach 1 Xyz Monster from your Extra Deck or GY to that monster as material. You can only use this effect of "Zexal Field" once per turn. | ||||||
▶︎ Deck | 7.6 (16) | Fusion Gate | Field Spell | |||
During the Main Phase: The turn player can Fusion Summon 1 Fusion Monster from their Extra Deck, by banishing Fusion Materials mentioned on it from their hand or field. | ||||||
▶︎ Deck | 7.6 (5) | Reptilianne Recoil | Field Spell | |||
You can target 1 monster you control with 0 ATK and 1 DARK Reptile monster in your GY; destroy that monster on the field, and if you do, Special Summon that other monster from the GY. If your opponent activates a monster effect: You can target 1 monster your opponent controls with 0 ATK; take control of it, then, Special Summon 1 "Reptilianne Token" (Reptile/EARTH/Level 1/ATK 0/DEF 0) to your opponent's field. You can only use each effect of "Reptilianne Recoil" once per turn. | ||||||
▶︎ Deck | 7.5 (13) | Ghostrick Mansion | Field Spell | |||
Monsters cannot attack face-down Defense Position monsters, but can attack directly if all monsters their opponent controls are face-down Defense Position. All effect damage, and battle damage inflicted by monsters other than "Ghostrick" monsters, is halved. | ||||||
▶︎ Deck | 7.5 (11) | Wetlands | Field Spell | |||
All Aqua-Type/WATER/Level 2 or lower monsters gain 1200 ATK. | ||||||
▶︎ Deck | 7.5 (4) | Icejade Cenote Enion Cradle | Field Spell | |||
When this card is activated: You can add 1 of your "Icejade" monsters that is banished or in your GY to your hand. Once per turn, if a monster(s) is Normal or Special Summoned (except during the Damage Step): You can target 1 WATER monster you control; that monster, along with any face-up monsters your opponent currently controls, loses ATK equal to the targeted monster's original ATK, until the end of this turn. You can only activate 1 "Icejade Cenote Enion Cradle" per turn. | ||||||
▶︎ Deck | 7.5 (8) | Vendread Nights | Field Spell | |||
You can discard 1 card; add 1 "Vendread" monster from your Deck to your hand. You can only use this effect of "Vendread Nights" once per turn. When your "Vendread" monster destroys an opponent's monster by battle: You can banish 1 "Vendread" monster from your GY; it can attack an opponent's monster again in a row. | ||||||
▶︎ Deck | 7.4 (20) | Catapult Zone | Field Spell | |||
Once per turn, if a monster you control would be destroyed by battle, you can send 1 Rock-Type monster from your Deck to the Graveyard instead. | ||||||
▶︎ Deck | 7.4 (8) | World Legacy Scars | Field Spell | |||
All "Mekk-Knight" monsters on the field gain 300 ATK/DEF. Once per turn: You can discard 1 "Mekk-Knight" monster or 1 "World Legacy" card; draw 1 card. You can banish 8 "Mekk-Knight" monsters with different names from your GY and/or face-up from your field; send your opponent's entire hand and Extra Deck to the GY. | ||||||
▶︎ Deck | 7.4 (16) | The Grand Spellbook Tower | Field Spell | |||
Once per turn, during your Standby Phase, if you have a Spellcaster-Type monster on your side of the field or in your Graveyard: You can place 1 "Spellbook" Spell Card from your Graveyard on the bottom of your Deck, except "The Grand Spellbook Tower", then draw 1 card. When this card in your possession is destroyed by your opponent's card and sent to your Graveyard: You can Special Summon 1 Spellcaster-Type monster from your hand or Deck whose Level is less than or equal to the number of "Spellbook" Spell Cards in your Graveyard. | ||||||
▶︎ Deck | 7.4 (9) | Megaroid City | Field Spell | |||
You can target 1 other card you control; destroy it, and if you do, add 1 "roid" card from your Deck to your hand. During damage calculation, if your "roid" monster battles: You can send 1 "roid" monster from your Deck to the GY; switch the original ATK and DEF of your battling monster during the damage calculation only. You can only use each effect of "Megaroid City" once per turn. You cannot Special Summon monsters from the Extra Deck, except Fusion Monsters, the turn you activate either of this card's effects (even if this card leaves the field). | ||||||
▶︎ Deck | 7.4 (14) | Vampire Kingdom | Field Spell | |||
Zombie monsters gain 500 ATK during damage calculation only. Once per turn, when a card(s) is sent from your opponent's Deck to the GY: Target 1 card on the field; send 1 DARK "Vampire" monster from your hand or Deck to the GY, and if you do, destroy that target. | ||||||
▶︎ Deck | 7.3 (7) | Symph Amplifire | Field Spell | |||
Each time an effect of a "Symphonic Warrior" card is activated, place 1 Symphonic Counter on this card when that effect resolves. All "Symphonic Warrior" monsters on the field gain 100 ATK for each Symphonic Counter on this card. Once per turn: You can remove 5 or 7 Symphonic Counters from your field; apply this effect, depending on the number of Symphonic Counters removed. ●5: Inflict 300 damage to your opponent for each "Symphonic Warrior" card on the field. ●7: Banish cards your opponent controls and/or in their GY, up to the number of "Symphonic Warrior" cards on the field. |
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