Spells and Traps
While you are dueling, you can use Spell cards to help you attain the advantage by helping you grab the cards you need to execute your strategy. You can also use Traps cards to try to disrupt your opponent's strategy and protect your own cards from your opponent. But first, let's look at what a Spell card and a Trap card look like.
While Spells and Traps serve very different purposes, there are some similarities as to how they look. Like we did for monsters, we are gonna look at the 4 major features of Spell and Trap Cards.
- Red = Name of a Spell/Trap will be located.
- Yellow = The Spell/Trap Symbol to help you differentiate between the two.
- Pink = The Icon that tells us what kind of Spell or Trap it is.
- White = Text box where the effect of the trap card is found.
Spells and Traps are always positioned vertically. When you set a Spell or Trap, it is placed face-down and, when activated, are placed face-ups. You can play Spell cards directly from your hand (on your turn only) during the Main Phases of your turn. You cannot activate Spell cards during your opponent's turn except for Quick Play Spells.
- Red = Name of a Spell/Trap will be located.
- Yellow = The Spell/Trap Symbol to help you differentiate between the two.
- Pink = The Icon that tells us what kind of Spell or Trap it is.
- White = Text box where the effect of the trap card is found.
Spells and Traps are always positioned vertically. When you set a Spell or Trap, it is placed face-down and, when activated, are placed face-ups. You can play Spell cards directly from your hand (on your turn only) during the Main Phases of your turn. You cannot activate Spell cards during your opponent's turn except for Quick Play Spells.
Different Types of Spell Cards:
There are 5 Different Spell cards: Normal Spell, Equip Spell, Quick Play Spell, Field Spell, Continuous Spell, and Ritual Spell. Each Spell serves a different purpose and have differing properties.
- Normal Spell: A Normal Spell card is the only king of spell card that does not have an icon on it. They are one use cards and once they resolve their effect (or are negated), they go to the Graveyard. A very popular example of a Normal Spell is Monster Reborn.
- Quick Play Spell: A Quick Play Spell card can be played during either player's turn, and is the only spell card that can be activated during your opponent's turn. In order to use a Quick Play Spell during your opponent's turn, you have to Set it at least one turn before you can use it, and it cannot be used during the turn you set it. Their icon is a lightning bolt. An example of a Quick-Play Spell card is Mystical Space Typhoon.
- Equip Spell: An Equip Spell gives an additional effect to a face-up monster on the field (either your's or your opponent's monster) and is affected by that Spell card as long as that monster is face-up. Their symbol is a cross or a lower case "T". An example of an equip spell is United We Stand.
- Continuous Spell: Continuous Spells, unlike a Normal Spell card, will stay face-up on the field after its activated. Their icon is an infinity sign, or a sideways 8. An example of a Continuous Spell is Dimensional Fissure.
- Ritual Spell: A Ritual Spell card is used to summon Ritual Monsters and are played just like a Normal Spell card. Their symbol is a bowl of fire. An example of a Ritual Spell card is Synthesis Spell.
- Field Spell: A Field Spell card remain face-up on the field after activation. Each player is allowed to have one face-up Field Spell Card at a time. Their symbol is a compass. An example of a Field Spell card is Necrovalley.
- Normal Spell: A Normal Spell card is the only king of spell card that does not have an icon on it. They are one use cards and once they resolve their effect (or are negated), they go to the Graveyard. A very popular example of a Normal Spell is Monster Reborn.
- Quick Play Spell: A Quick Play Spell card can be played during either player's turn, and is the only spell card that can be activated during your opponent's turn. In order to use a Quick Play Spell during your opponent's turn, you have to Set it at least one turn before you can use it, and it cannot be used during the turn you set it. Their icon is a lightning bolt. An example of a Quick-Play Spell card is Mystical Space Typhoon.
- Equip Spell: An Equip Spell gives an additional effect to a face-up monster on the field (either your's or your opponent's monster) and is affected by that Spell card as long as that monster is face-up. Their symbol is a cross or a lower case "T". An example of an equip spell is United We Stand.
- Continuous Spell: Continuous Spells, unlike a Normal Spell card, will stay face-up on the field after its activated. Their icon is an infinity sign, or a sideways 8. An example of a Continuous Spell is Dimensional Fissure.
- Ritual Spell: A Ritual Spell card is used to summon Ritual Monsters and are played just like a Normal Spell card. Their symbol is a bowl of fire. An example of a Ritual Spell card is Synthesis Spell.
- Field Spell: A Field Spell card remain face-up on the field after activation. Each player is allowed to have one face-up Field Spell Card at a time. Their symbol is a compass. An example of a Field Spell card is Necrovalley.
Different Types of Traps
Unlike Spells, Traps have to be set a turn before you can activate them and utilized their effects (this also means that you can't use Traps during the turn you set them. Having said that, Traps normally have more powerful effects or are used to negate your opponent's Spells or Traps, Monster summons or even monster effects. Traps are also "faster" then regular Spells but we will look over that in "Spell Speeds/Chains". There are only 3 different types of Traps: Normal Trap, Continuous Trap, and Counter Trap.
- Normal Trap: A Normal Trap, like Normal Spell cards, are one-time use cards that are sent to the Graveyard once their effect resolves or they are negated. Like Normal Spells, Normal Traps do not have a icon. An example of a Normal Trap is Mirror Force.
- Continuous Trap: A Continuous Trap works very much like a Continuous Spell; once activated, it'll stay face-up on the field. Their icon is the same as a Continuous Spell card. An example of a Continuous Trap is Royal Decree.
- Counter Trap: A Counter Trap is specifically designed to counter your opponent's play. Counter Traps are special in that your opponent cannot respond to a Counter Trap, except with another Counter Trap.Their symbol is a curved arrow. A very popular example of a Counter Trap is Solemn Judgment.
- Normal Trap: A Normal Trap, like Normal Spell cards, are one-time use cards that are sent to the Graveyard once their effect resolves or they are negated. Like Normal Spells, Normal Traps do not have a icon. An example of a Normal Trap is Mirror Force.
- Continuous Trap: A Continuous Trap works very much like a Continuous Spell; once activated, it'll stay face-up on the field. Their icon is the same as a Continuous Spell card. An example of a Continuous Trap is Royal Decree.
- Counter Trap: A Counter Trap is specifically designed to counter your opponent's play. Counter Traps are special in that your opponent cannot respond to a Counter Trap, except with another Counter Trap.Their symbol is a curved arrow. A very popular example of a Counter Trap is Solemn Judgment.