List of All Field Spells | Duel Links

This is a list of all field spells for the game Duel Links. Use this page if you would like to know a field spell's rating, strength and weakness, basic information, or how to get it.

This is a list of all field spells for the game Duel Links. Use this page if you would like to know a field spell's rating, strength and weakness, basic information, or how to get it.

List of All Field Spells

UR

Card Effect Rating
Fusion GateFusion Gate While this card is on the field: The turn player can Fusion Summon 1 Fusion Monster from their Extra Deck, by banishing Fusion Materials listed on it from their hand or field. /10
Brain Research LabBrain Research Lab 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. /10
The Gates of Dark WorldThe Gates of Dark World All Fiend-Type monsters gain 300 ATK and DEF. Once per turn: You can banish 1 Fiend-Type monster from your Graveyard; discard 1 Fiend-Type monster, then draw 1 card. /10
Mausoleum of WhiteMausoleum of White During your Main Phase, you can Normal Summon 1 Level 1 LIGHT Tuner monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn: You can target 1 face-up monster you control; send 1 Normal Monster from your hand or Deck to the Graveyard, and if you do, the targeted monster gains ATK and DEF equal to the Level of the monster sent to the Graveyard x 100 until the end of this turn (even if this card leaves the field). You can banish this card form your Graveyard; add 1 "Burst Steam of Destruction" from your Deck to your hand. /10
Scrap FactoryScrap Factory All "Scrap" monsters gain 200 ATK and DEF. When a face-up "Scrap" monster(s) on the field is destroyed by a card effect and sent to the Graveyard (except during the Damage Step): You can Special Summon 1 "Scrap" monster from your Deck. You can only use this effect of "Scrap Factory" once per turn. /10
NecrovalleyNecrovalley All "Gravekeeper's" monsters gain 500 ATK and DEF. Cards in the Graveyard cannot be banished. Negate any card effect that would move a card in the Graveyard to a different place. Negate any card effet that changes Types or Attributes in the Graveyard. /10
Toon KingdomToon Kingdom When this card is activated: Banish 3 cards from the top of your Deck, face-down. This card's name becomes "Toon World" while in the Field Zone. Your opponent cannot target Toon monsters you control with card effects. If a Toon monster(s) you control would be destroyed by battle or card effect, you can banish 1 card from the top of your Deck, face-down, for each of those monster(s) instead. /10

SR

Card Effect Rating
GeartownGeartown Both players can Normal Summon "Ancient Gear" monsters for 1 less Tribute. When this card is destroyed and sent to the Graveyard: You can Special Summon 1 "Ancient Gear" monster from your hand, Deck, or Graveyard. /10
Molten DestructionMolten Destruction Increase the ATK of all FIRE monsters by 500 points and decrease their DEF by 400 points. /10
Rising Air CurrentRising Air Current Increase the ATK of all WIND monsters by 500 points and decrease their DEF by 400 points. /10
UmiirukaUmiiruka Increase the ATK of all WATER monsters by 500 points and decrease their DEF by 400 points. /10
Vampire KingdomVampire Kingdom Zombie-Type monsters gain 500 ATK during damage calculation only. Once per turn, when a card(s) is sent from your opponent's Deck to the Graveyard: Target 1 card on the field; send 1 DARK "Vampire" monster from your hand or Deck to the Graveyard, and if you do, destroy that target. /10
Catapult ZoneCatapult Zone 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. /10
Triamid CruiserTriamid Cruiser Each time a Rock-Type monster is Normal Summoned, gain 500 LP. If a "Triamid" monster is Normal Summoned: You can draw 1 card, then discard 1 card. If this face-up card in the Field Zone is sent to the Graveyard: You can add 1 "Triamid" monster from your Deck to your hand. You can only use this effect of "Triamid Cruiser" once per turn. /10
Magnetic FieldMagnetic Field If you control a Level 4 or lower EARTH Rock-Type monster: You can target 1 Level 4 or lower "Magnet Warrior" monster in your Graveyard; Special Summon it. You can only use this effect of "Magnetic Field" once per turn. Once per turn, at the end of the Damage Step, when an EARTH Rock-Type monster you control battled an opponent's monster, but the opponent's monster was not destroyed by the battle: You can return that opponent's monster to the hand. /10
Divine Wind of Mist ValleyDivine Wind of Mist Valley Once per turn, if a WIND monster you control returns to the hand (except during the Damage Step): You can Special Summon 1 Level 4 or lower WIND monster from your Deck. /10
Megalith PortalMegalith Portal The first time each Ritual Summoned monster would be destroyed by battle each turn, it is not destroyed. If a "Megalith" monster is Special Summoned (except during the Damage Step): You can target 1 Ritual Monster in your Graveyard; add it to your hand. You can only use this effect of "Megalith Portal" once per turn. /10
Magical Citadel of EndymionMagical Citadel of Endymion Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. If a card with a Spell Counter(s) is destroyed, place its Spell Counters on this card. Once per turn, if you would activate a card effect by removing a Spell Counter(s) from a card you control, you can remove that many Spell Counters from this card instead. If this card would be destroyed, you can remove 1 Spell Counter from this card instead. /10
Mystic Plasma ZoneMystic Plasma Zone Increase the ATK of all DARK monsters by 500 points and decrease their DEF by 400 points. /10
Luminous SparkLuminous Spark Increase the ATK of all LIGHT monsters by 500 points and decrease their DEF by 400 points. /10
Gateway to ChaosGateway to Chaos When this card is activated: Add 1 "Black Luster Soldier" Ritual Monster or 1 "Gaia The Fierce Knight" monster from your Deck to your hand. Each time a Monster Card(s) is sent from the hand or field to the Graveyard, place 1 Spell Counter on this card for each of those cards (max. 6). Once per turn: You can remove 3 Spell Counters from this card; add 1 Ritual Spell from your Deck to your hand. You can only activate 1 "Gateway to Chaos" per turn. /10
Sorcerous Spell WallSorcerous Spell Wall All monsters you control gain 300 ATK during your turn only. All monsters you control gain 300 DEF during your opponent's turn only. /10
Fusion Recycling PlantFusion Recycling Plant Once per turn: You can discard 1 card; add 1 "Polymerization" from your Deck or Graveyard to your hand. Once per turn, during the End Phase: You can target 1 monster in your Graveyard that was used as a Fusion Material for a Fusion Summon this turn; add it to your hand. /10
Gaia PowerGaia Power Increase the ATK of all EARTH monsters by 500 points and decrease their DEF by 400 points. /10
U.A. StadiumU.A. Stadium If a "U.A." monster is Normal Summoned to your side of the field: You can add 1 "U.A." monster from your Deck to your hand. Once per turn, if a "U.A." monster(s) is Special Summoned to your side of the field: All monsters you currently control gain 500 ATK (even if this card leaves the field). /10
HarpiesHarpies' Hunting Ground All Winged Beast monsters gain 200 ATK/DEF. If any "Harpie Lady" or "Harpie Lady Sisters" is Normal or Special Summoned: The player who conducted the Summon targets 1 Spell/Trap on the field; that player destroys that target. /10
Restructer RevolutionPalace of the Elemental Lords All monsters you control gain ATK/DEF equal to the number of different Attributes in your Graveyard x 200. Once per turn: You can add 1 "Elementsaber" monster from your Deck to your hand, but skip the Battle Phase of your next turn (even if this card leaves the field). Once per turn, if an "Elementsaber" monster in your hand or field would send a card(s) from the hand to the Graveyard to activate an effect, you can send that many "Elementsaber" monster(s) from your Deck to the Graveyard, instead. /10
PSY-Frame CircuitPSY-Frame Circuit If a "PSY-Frame" monster(s) is Special Summoned to your side of the field (except during the Damage Step), you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using only "PSY-Frame" monsters you control. At the start of the Damage Step, if a "PSY-Frame" monster you control battles an opponent's monster: You can discard 1 "PSY-Frame" monster; your battling monster gains ATK equal to the discarded monster's ATK until the end of this turn. /10
Evil Eye Domain - PareidoliaEvil Eye Domain - Pareidolia When this card is activated: You can add 1 "Evil Eye" monster from your Deck to your hand. Once per turn, during damage calculation, if your "Evil Eye" monster is attacked, while "Evil Eye of Selene" is in your Spell & Trap Zone: You can make the battle damage you take from this battle also inflicted to your opponent. If this card in the Field Zone is destroyed by card effect: You can target 1 "Evil Eye" monster in your Graveyard; add it to your hand. You can only activate 1 "Evil Eye Domain - Pareidolia" per turn. /10
Archfiend PalabyrinthArchfiend Palabyrinth All Fiend-Type monsters you control gain 500 ATK. You can target 1 "Archfiend" monster you control; banish 1 other Fiend-Type monster you control, and if you do, Special Summon from your hand, Deck, or Graveyard, 1 "Archfiend" monster with same Level as the targeted monster. You can only use this effect of "Archfiend Palabyrinth" once per turn. /10
A Legendary OceanA Legendary Ocean This card's name is always treated as "Umi". Reduce the Level of all WATER monsters in both players' hands and on the field by 1. All WATER monsters gain 200 ATK and DEF. /10
Mausoleum of the EmperorMausoleum of the Emperor During any Main Phase: The turn player can pay 1000 LP x the number of monsters normally needed for the Tribute Summon of a monster (max. 2000); that player Normal Summons/Sets that monster without Tributing. (This is their one Normal Summon/Set for that turn. This is not a Tribute Summon.) /10
Jurassic WorldJurassic World All Dinosaur-Type monsters gain 300 ATK and DEF. /10
SkyscraperSkyscraper When an "Elemental HERO" monster attacks, if its ATK is lower than the ATK of the attack target, the attacking monster gains 1000 ATK during damage calculation only. /10
Dark CityDark City When a "Destiny HERO" monster attacks, if its ATK is lower than the ATK of the attack target, the attacking monster gains 1000 ATK during damage calculation only. /10
WetlandsWetlands All Aqua-Type/WATER/Level 2 or lower monsters gain 1200 ATK. /10
Closed ForestClosed Forest All Beast-Type monsters you control gain 100 ATK for each monster in your Graveyard. Field Spell Cards cannot be activated. Field Spell Cards cannot be activated during the turn this card is destroyed. /10
Zombie WorldZombie World All monsters on the field and in every Graveyard become Zombie-Type monsters. Neither player can Tribute Summon monsters, except Zombie-Type monsters. /10
Morphtronic MapMorphtronic Map Each time a monster's battle position is changed, place 1 Morph Counter on this card. All "Morphtronic" monsters gain 300 ATK for each Morph Counter on this card. When this card is destroyed and sent from the field to the Graveyard, you can Special Summon 1 "Morphtronic" monster from your Graveyard. /10
Light BarrierLight Barrier 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. /10
Synchro MonumentSynchro Monument Synchro Summons cannot be negated. Neither player can activate any Spell/Trap Cards when a monster is Synchro Summoned. /10
Amazoness ArenaAmazoness Arena When this card is activated: Both players gain 600 LP. At the end of the Damage Step, if a monster battled: The attacking player can pay 100 LP; inflict 100 damage to the opponent. /10
The Grand Spellbook TowerThe Grand Spellbook Tower 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. /10
Advanced DarkAdvanced Dark All "Crystal Beast" monsters on the field and in the Graveyard become DARK. If an "Ultimate Crystal" monster attacks, negate the effects of the attack target during that Battle Phase. During damage calculation, if a "Crystal Beast" monster you control battles and you would take damage: You can send 1 "Crystal Beast" monster from your Deck to the Graveyard; you take no battle damage from that battle. /10
Sacred Defense BarrierSacred Defense Barrier Each time a Rock-Type monster is Normal or Flip Summoned: Change it to Defense Position, and if you do, place 1 Protection Counter on it. If a monster with a Protection Counter would be destroyed by battle or card effect while this card is on the field, remove 1 Protection Counter from it instead. /10

R

Card Effect Rating
Shrine of Mist ValleyShrine of Mist Valley Once per turn, when a WIND monster(s) is destroyed by a card effect and sent to your Graveyard (except during the Damage Step): You can Special Summon 1 Level 3 or lower WIND monster from your hand or Deck. Its effects are negated. /10
ShienShien's Castle of Mist When a "Six Samurai" monster is attacked, the attacking monster loses 500 ATK during damage calculation only. /10
Skyscraper 2 - Hero CitySkyscraper 2 - Hero City Once per turn, during your Main Phase, if you control this card: You can target 1 "Elemental HERO" monster in your Graveyard that was destroyed by battle; Special Summon that target. /10
Venom SwampVenom Swamp During each player's End Phase: Place 1 Venom Counter on each face-up monster, except "Venom" monsters. Monsters lose 500 ATK for each Venom Counter on them. Destroy a monster if its ATK becomes 0 by this effect. /10
Fire King IslandFire King Island If this face-up card in the Field Zone is sent to the Graveyard or banished: Destroy all monsters you control. You can only use 1 of the following effects of "Fire King Island" per turn, and only once that turn. ●During your Main Phase: You can destroy 1 monster in your hand or you control, and if you do, add 1 "Fire King" monster from your Deck to your hand. ●If you control no monsters: You can Special Summon 1 FIRE Winged Beast-Type monster from your hand. /10
Savage ColosseumSavage Colosseum If a monster attacks, at the end of the Damage Step: Its controller gains 300 LP. All monsters must attack, if able. During each End Phase: Destroy all face-up Attack Position monsters the turn player controls, that did not declare an attack. /10
Golden Castle of StrombergGolden Castle of Stromberg Once per turn, during your Standby Phase, you must banish 10 cards from the top of your Deck face-down (this is not optional), or this card is destroyed. During your Main Phase: You can Special Summon 1 monster from your Deck that specifically lists the card "Golden Castle of Stromberg" in its text. You cannot Normal Summon/Set the turn you activate this effect (even if this card leaves the field). You can only use this effect of "Golden Castle of Stromberg" once per turn. When an opponent's monster declares an attack: Destroy the attacking monster, and if you do, inflict damage to your opponent equal to half the ATK that monster had on the field. /10
Shiranui Style SynthesisShiranui Style Synthesis Once per turn, if you control no monsters: You can send 1 card from your hand to the Graveyard, then activate 1 of these effects. ●Target 1 Zombie-Type monster with 0 DEF in your Graveyard; Special Summon it. ●Target 1 of your banished Zombie-Type monsters with 0 DEF; return it to the Graveyard. You can only activate 1 "Shiranui Style Synthesis" per turn. /10
Hidden Village of Ninjitsu ArtsHidden Village of Ninjitsu Arts If a "Ninja" monster is Summoned to your field: You can target 1 "Ninja" monster or 1 "Ninjitsu Art" card in your Graveyard; add it to your hand, but you cannot activate cards, or the effects of cards, with that name for the rest of this turn. 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 Graveyard instead. You can only use each effect of "Hidden Village of Ninjitsu Arts" once per turn. /10
Triamid KingolemTriamid Kingolem All Rock-Type monsters on the field gain 500 ATK. If a "Triamid" monster you control battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. If this face-up card in the Field Zone is sent to the Graveyard: You can Special Summon 1 "Triamid" monster from your hand. You can only use this effect of "Triamid Kingolem" once per turn. /10
Array of Revealing LightArray of Revealing Light Declare 1 Type of monster. Any monster of the declared Type cannot declare an attack during the turn it is Normal Summoned, Flip Summoned or Special Summoned. /10
PandemoniumPandemonium Neither player has to pay Life Points during the Standby Phase for "Archfiend" monsters. Each time a player's "Archfiend" monster(s) is destroyed and sent to the Graveyard, except by battle, that player can add 1 "Archfiend" monster from their Deck to their hand with a lower Level than the destroyed card. /10
Neo SpaceNeo Space "Elemental HERO Neos" and all Fusion Monsters that specifically list "Elemental HERO Neos" as a Fusion Material gain 500 ATK. Fusion Monsters that specifically list "Elemental HERO Neos" as a Fusion Material do not have to activate their effects during the End Phase that shuffle them into the Extra Deck. /10
Madolche ChateauMadolche Chateau When this card is activated: Shuffle all "Madolche" monsters in your Graveyard into the Deck. All "Madolche" monsters on the field gain 500 ATK and DEF. If a monster(s) in your Graveyard would be returned to the Deck by the effect of a "Madolche" monster, you can add it to your hand instead. /10
Megaroid CityMegaroid City 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 Graveyard; 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). /10
Colosseum - Cage of the Gladiator BeastsColosseum - Cage of the Gladiator Beasts Place 1 Counter on this card each time a monster is Special Summoned from either player's Deck. All "Gladiator Beast" monsters gain 100 ATK and DEF for each of these counters on this card. If this card would be destroyed by a card effect, you can discard 1 "Colosseum - Cage of the Gladiator Beasts" to prevent this card from being destroyed. /10
Malefic WorldMalefic World While this card is face-up on the field, you can activate this effect instead of conducting a normal draw during your Draw Phase. Choose 3 "Malefic" cards from your Deck and have your opponent pick 1 of them at random to add to your hand. Shuffle the rest back into your Deck. /10
Xyz OverrideXyz Override If an Xyz Monster on the field would activate its effect by detaching its own Xyz Material(s), its controller can banish 1 card from their hand face-down instead of detaching 1 of those Xyz Materials. Each player can only use this effect once per turn. /10
Augmented HeraldryAugmented Heraldry 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). /10
ForestForest All Insect, Beast, Plant, and Beast-Warrior monsters on the field gain 200 ATK/DEF. /10
WastelandWasteland All Dinosaur, Zombie, and Rock monsters on the field gain 200 ATK/DEF. /10
SogenSogen All Warrior and Beast-Warrior monsters on the field gain 200 ATK/DEF. /10
The Sanctuary in the SkyThe Sanctuary in the Sky Battle damage to the controller of a Fairy monster from a battle involving that monster becomes 0. /10
CelestiaCelestia All Wyrm-Type monsters gain 300 ATK and DEF. Once per turn: You can banish 3 Wyrm-Type monsters from your Graveyard, then target 1 card on the field; destroy it. /10

N

Card Effect Rating
Symph AmplifireSymph Amplifire 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 Counters: Inflict 300 damage to your opponent for each "Symphonic Warrior" card on the field. ●7 Counters: Banish cards your opponent controls and/or in their Graveyard, up to the number of "Symphonic Warrior" cards on the field. /10
Vendread NightsVendread Nights 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 Graveyard; it can attack an opponent's monster again in a row. /10
Summon BreakerSummon Breaker During Main Phase 1, if the turn player successfully conducts their third Summon of a monster(s) this turn: It becomes the End Phase. /10
Extra NetExtra Net If a monster(s) is Special Summoned from the Extra Deck: The opponent of the player that conducted the Special Summon can apply this effect. ●Draw 1 card. /10
Naturia ForestNaturia Forest If you negate the activation of a card your opponent controls, you can add 1 Level 3 or lower "Naturia" monster from your Deck to your hand. /10
Noble Knights of the Round TableNoble Knights of the Round Table During your End Phase: You can activate each of these effects up to once per turn, depending on the total number of "Noble Knight" cards with different names in your Graveyard and/or you control; ●3 or more: Send 1 "Noble Knight" card from your Deck to the Graveyard. ●6 or more: Special Summon 1 "Noble Knight" monster from your hand, then you can equip 1 "Noble Arms" Equip Spell Card from your hand to that monster. ●9 or more: Target 1 "Noble Knight" monster in your Graveyard; add that target to your hand. ●12: Draw 1 card. /10
Triamid FortressTriamid Fortress All Rock-Type monsters on the field gain 500 DEF. "Triamid" monsters on the field cannot be destroyed by card effects. If this face-up card in the Field Zone is sent to the Graveyard: You can target 1 "Triamid" monster in your Graveyard; add it to your hand. You can only use this effect of "Triamid Fortress" once per turn. /10
Gouki Cage MatchGouki Cage Match When this card is activated: Place 3 counters on this card. If your "Gouki" monster destroys an opponent's monster by battle: Remove 1 counter from this card. Once per turn, at the end of the Battle Phase, if the last of these counters has been removed this way: You can Special Summon as many "Gouki" monsters as possible with different names from your hand and/or Deck, then place 3 counters on this card. /10
Chaos ZoneChaos Zone Each time a monster(s) is banished, place 1 Chaos Counter on this card for each of those monsters. Once per turn: You can remove 4 or more Chaos Counters from your field, then target 1 banished monster with a Level equal to the number removed; Special Summon that target. When this card on the field is sent to the Graveyard by your opponent's card effect: You can add 1 LIGHT or DARK monster from your Deck to your hand, whose Level is less than or equal to the number of Chaos Counters that were on this card. /10
Acidic DownpourAcidic Downpour All EARTH monsters lose 500 ATK and gain 400 DEF. /10
CanyonCanyon If a Rock-Type monster in Defense Position is attacked, double any Battle Damage to the controller of the attacking monster. /10
Lemuria The Forgotten CityLemuria, The Forgotten City This card's name is treated as "Umi". All WATER monsters gain 200 ATK and DEF. Once per turn, during your Main Phase: You can have all WATER monsters you currently control gain Levels equal to the number of WATER monsters you currently control, until the End Phase. /10
Otherworld - The "A" ZoneOtherworld - The "A" Zone If your opponent's monster battles an "Alien" monster you control, the opponent's monster loses 300 ATK and DEF during damage calculation only. /10
Temple of the SixTemple of the Six Each time a "Six Samurai" monster(s) is Normal or Special Summoned, place 1 Bushido Counter on this card. Monsters your opponent controls lose 100 ATK for each Bushido Counter on this card. /10
Karakuri Showdown CastleKarakuri Showdown Castle When a face-up "Karakuri" monster you control selects an opponent's face-up monster as an attack target, you can change the target's battle position. When this face-up card on the field is destroyed and sent to the Graveyard, you can select 1 Level 4 or higher "Karakuri" monster in your Graveyard, and Special Summon it. /10
Iron Core Specimen LabIron Core Specimen Lab During each of your End Phases, destroy this card unless you reveal 1 "Iron Core of Koa'ki Meiru" in your hand. Each time a "Koa'ki Meiru" monster on the field is destroyed during the End Phase, its owner can add 1 "Koa'ki Meiru" monster from their Deck to their hand. /10
Saber VaultSaber Vault Each face-up "X-Saber" monster on the field gains 100 ATK x its LEVEL, and loses 100 DEF x its Level. /10
WattcastleWattcastle Any monster that attacks a "Watt" monster loses 1000 ATK after damage calculation. /10
Metaphys FactorMetaphys Factor Each turn, 1 Level 5 or higher "Metaphys" monster you Normal Summon can be Summoned without Tributing, but banish it during the End Phase of the next turn. Your opponent cannot activate cards or effects in response to your "Metaphys" monsters' effect activations. /10
Summon OverSummon Over Each time a monster(s) is Special Summoned, place 1 Summon Counter on this card (max. 6). This card with 6 Summon Counters cannot be destroyed by card effects. At the start of each Main Phase 1, if this card has 6 Summon Counters: The turn player can activate this effect; they send this card to the Graveyard, and if they do, they send all Special Summoned monsters their opponent controls to the Graveyard. /10
Crystolic PotentialCrystolic Potential All "Crystron" monsters you control gain 300 ATK and DEF. Once per turn, during the End Phase: You can draw cards equal to the number of "Crystron" Synchro Monsters you Synchro Summoned this turn. /10
Pseudo SpacePseudo Space Once per turn: You can banish 1 Field Spell Card from your Graveyard; until the End Phase, this card's name becomes that card's original name, and replace this effect with that card's original effects. /10
Realm of LightRealm of Light Each time a card(s) is sent from your Deck to the Graveyard, place 1 Shine Counter on this card. All "Lightsworn" monsters gain 100 ATK for each Shine Counter on this card. If this card would be destroyed by a card effect, remove 2 Shine Counters from this card instead. /10
World Legacy DiscoveryWorld Legacy Discovery All "World Chalice" monsters on the field gain 300 ATK/DEF. Once per turn, if a face-up "World Chalice" monster you control is destroyed by battle, or leaves the field because of an opponent's card effect: You can target 1 "World Chalice" monster in your Graveyard; Special Summon it in Defense Position. /10
Chorus of SanctuaryChorus of Sanctuary Increase the DEF of all Defense Position monsters by 500 points. /10
Breaking of the WorldBreaking of the World Once per turn: You can target 1 Ritual Monster you control; show 1 Ritual Monster in your hand, until the end of this turn. The Level of the shown Ritual Monster becomes the targeted monster's Level, until the end of this turn (even if this card leaves the field). Once per turn, if "Ruin, Queen of Oblivion" or "Demise, King of Armageddon" is Ritual Summoned to your field (except during the Damage Step): You can activate 1 of these effects; ●Draw 1 card. ●Destroy 1 card on the field. /10
Aroma GardenAroma Garden Once per turn, if you control an "Aroma" monster: You can gain 500 LP, also all monsters you control gain 500 ATK and DEF until the end of your opponent's next turn (even if this card leaves the field). If a face-up "Aroma" monster you control is destroyed by battle or card effect and sent to the Graveyard: Gain 1000 LP. /10
Cenrtifugal FieldCenrtifugal Field When a Fusion Monster(s) is destroyed by a card effect and sent to the Graveyard: Its owner targets 1 Fusion Material Monster in their Graveyard that is listed on that Fusion Monster; that player Special Summons that target. /10
Bug MatrixBug Matrix All Insect-Type monsters you control gain 300 ATK and DEF. You can target 1 Insect-Type Xyz Monster you control; attach 1 Insect-Type monster from your hand to that monster as Xyz Material. You can only use this effect of "Bug Matrix" once per turn. /10

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Spell Cards by Category

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