Spells and Traps
The game also features Spells and Traps cards that drastically change the battlefield. Let’s review what the card consists of.
Card Name
(First) Card Type. Defines whether the card belongs to the Spells or Traps group.
(Second) Card Type. Defines the subgroup (this determines the cards ability to act).
Description. Defines the performed effect of the card.
Spell Types:
Normal (no Second Type). Can only be activated during Main Phase 1 or 2 on the designated field (you can also place it face-up vertically to try to scare your opponent into thinking it’s a trap card). Once it is activated (by showing it in Face-up position on the appropriate field), it goes into the graveyard.
Quick-Play is a type of spell that can be activated on any turn. You can activate it from your hand (during any phase) during your opponent’s turn if it is in face-up position on the field. After activation, the card goes to the graveyard.
Continuous works continuously on the field until it is destroyed.
Ritual is a card that can be activated during the main phases of a turn. You must also have the ritual monster the card refers to and a sufficient number of monsters to tribute (in hand or on the field) of a level equal to or higher than the summoned ritual card.
Equip is a type of spell that you assign to a (Face-up) monster. When the monster is destroyed, destroy that card as well.
Field is a special type of spell with a dedicated field on Battle Arena. Each opponent can only have 1 of this type of card activated at a time. The card works on the entire arena and usually modifies the stats of monsters. It works as long as it is on the field.
Types of Traps:
Normal (no second Type). Can only be activated (per phase) on the next turn from Set. After activation, it goes to the Graveyard.
Continuous works just like a normal trap, but once activated, it stays on the field until destroyed.
Counter is a type of trap that can be activated when an opponent activates a spell / trap type card. They are used to negate actions.