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 Lesson #6: Field Spells

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Nottu

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PostSubject: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyTue Jul 09, 2013 7:39 pm

LastHope wrote:
Lesson #6: Field Spells



Hello, class! Today's lesson will be on a bit of an unusual topic nowadays: The titular Field Spells.



Most players won't need this, but as a brief explanation, Field Spells are Spells with their own Card Zone, the aptly named Field Spell zone. Only one Field Spell may exist on the field at a time, and playing one will destroy any others currently on the field. As their name would suggest, they affect the entire field and all the monsters on it.



Or at least that's how old Field Spells worked. Over the past few years, Field Spells have taken a turn towards only assisting the monsters of the player controlling the Field Spell, such as The Seal of Orichalcos, to even Field Spells that have nothing to do with the monsters on the field, such as Dragon Ravine and The Grand Spellbook Tower.



While this makes their description as Field Spells a bit laughable, it doesn't change the fact that these are unique cards in their own group.



Older Field Spells are generally looked down upon, as in the old days, Field Spells tended to affect both sides of the field and granted no benefit other than increased ATK. While that was important in the day of their release, nowadays it is an outdated concept to lose card advantage for a (meager) boost in attack.



Some of the newer Field Spells, however, are cards that generate advantage or otherwise help a player set up their plays, giving them usability in today's metagame. In the fast, advantage-based atmosphere of today's game, these cards have uses in their own particular Decks and must be taken into consideration.



One of the most prominent (and helpful) Field Spells used in today's metagame is, in fact, used by a Tier 1 Deck which we learned about during the lessons on the Meta, Spellbooks.



Lesson #6: Field Spells 300px-TheGrandSpellbookTower-ABYR-EN-ScR-1E



The Grand Spellbook Tower generates massive advantage for Spellbooks, allowing them to recycle easily-searchable Spellbooks and giving them a free card. Little explanation is needed as to why this card is helpful to these Decks.



However, as previously mentioned, gaining advantage isn't the only things Field Spells are capable of helping with. Certain Field Spells support a certain Archetype, increasing the overall lethality of the Deck in ways more important that a gain in ATK.



Lesson #6: Field Spells 300px-MadolcheChateau-REDU-EN-C-UE



Madolche Chateau is extremely useful for Madolche Decks. Although it is nice having 500 more ATK, the more useful effects are the card's ability to recycle Madolche monsters and to prevent a loss of advantage through the effects of Madolche monsters which send monsters back to the Deck. Combined with the high searching ability of the Deck, this card allows much advantage to be built up without thinning the Deck.



Although most Field Spells created recently were designed to support a certain archetype, some Field Spells can have uses in different Decks when studied closely enough



Lesson #6: Field Spells 300px-DragonRavineSDDL-EN-C-1E



Dragon Ravine was originally designed to support the Dragunity archetype, allowing the Graveyard to be quickly loaded with the Archetype's Tuners for the quick plays the Deck made. The card itself, though, helps many more Decks than just Dragunity.



Nowadays, the ability to send cards to the Graveyard from the Deck is generally highly valued, especially with the accuracy Dragon Ravine does it with. Many Dragon-oriented Decks, such as Chaos Dragons and Tempest Dragunity, can benefit from this card's Graveyard-loading abilities enough to outweigh the general loss of advantage this card causes, by giving the Deck more options and quicker access to spamming the Graveyard.



As a rule, ATK is never a priority when using Field Spells. One of the card known as a great ATK booster, the (in)famous The Seal of Orichalcos card, finds itself little-used in most Decks due to its nature of being nothing but an ATK-booster that sticks around.



Lesson #6: Field Spells 300px-TheSealofOrichalcos-LC03-EN-UR-LE



The main use of this card, rather than its ATK-boosting ability, is its destruction ability. While not popular, this Deck does see use in Malefic Decks, since those monsters rely on Field Spells existing in order to survive. However, even this is circumvented by the fact that most Malefic Decks run Skill Drain, mitigating the need to have a destruction-resistant Field Spell.



One exception to the rule of Field Spells being mainly about increasing advantage or setup is a particular Field Spell that can lock down opponent's plays, though you must be careful of which Deck it is used in or it could screw you up as well.



Lesson #6: Field Spells 300px-Necrovalley-LCYW-EN-UR-1E



In a metagame that is generally extremely reliant on the Graveyard, this card works wonders by locking the Graveyard. This Deck can work as in any Deck that doesn't rely on the Graveyard to disrupt opponents. It's another card where the fact that "well, it's a Gravekeeper's card" doesn't really matter in the slightest. (Not that Gravekeeper's don't make a decent anti-Meta deck, but that's for another discussion).



The problem many people have with Field Spells is the same as with a lot of Continuous Spells and Traps in that they have to stick around to work. A simple Mystical Space Tornado can clean off a Field Spell, meaning that unless you can search and recycle them easily, having a Field Spell as a major part of your Deck is generally a bad idea.



One card, though unpopular, that helps defend Field Spells is a card known as Field Barrier.



Lesson #6: Field Spells 300px-FieldBarrierSDSC-EN-C-1E



The main perk of this card is that this is the only Field Spell defense that generally works against the simple act of your opponent playing their own Field Spell, as only one Field Spell can exist on the field at a time. However, it's a generally slow card, truly a loss of advantage and usually not worth the draw, since most Decks don't place enough emphasis on their Field Spells to take extra measures to protect them. Also, this card is completely useless if in your hand before your Field Spell, or if your opponent doesn't care enough to try to destroy your Field Spell.



So, review. Old-style Field Spells that simply grant ATK bonuses are bad in just about every case, and not worth running or worrying about. However, if considered properly, certain Field Spells can be used to great effect in support of your Deck. As a general rule, a Field Spell is good if it helps you gain advantage or sets up big plays.



Homework this week is split up into three parts, each worth 100 OD. First, find one Field Spell that is not listed above that would be considered a useful Field Spell for a given Deck, and explain how the Field Spell and that Deck work together well. Second, list a good card for protecting Field Spells, aside from Field Barrier. Lastly, come up with a card that is useful for destroying or otherwise nullifying a Field Spell's usefulness through some level of protection. Overall, the assignment is worth 300 OD. Best of luck!
Here is the lesson this week.
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Gallows

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PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyTue Jul 09, 2013 8:28 pm

Lets do something odd: 

1. Field Spell and its use: 
The Magical Citadel of Endymion is mainly used in the Royal Magic Library build of Exodia. Royal Magical Libary allows you to draw 1 card by removing 3 Spell Counters from it, which you gain for each activated Spell Card. The Citadel however does something very similiar. Everytime a Spell is activated it also gains a counter and you can remove the counters from the Citadel, to activate an effect that would need that removal. So, instead of removing 3 counters from Library, you remove 3 counters from the Citadel and get an extra draw as you can basically use Library for free. The downside to this however is the fact that Citadel can only do that once per turn, so once the effect is used up, you have to play your second Citadel, which actually is a good thing, as your Library gains a counter from it. 

2. Field Spell Protection
Stardust is an option, especially in Dragunities. They can easily make him first turn and Ravine is essential to their plays. If you prefer the evil side, you can always use Malefic Stardust, as its effect states that Field Spells cannot be destroyed by card effects. So MST, Heavy, Dust, etc. won't kill your Field Spell. Your opponent would need to get rid of a 2500 beater first.

3. Field Destruction/Nullifying
Closed Forest. It is a field spell of itself, but its effect states that other field spell cards cannot be activated, not even the same turn Forest was destroyed. I don't think I have to describe how this stops Field Spells. However, the card is very specific and honestly you'd just be better off using MST.
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C.C.

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PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyTue Jul 09, 2013 8:45 pm

A Field that's good for Prophecy up to a certain degree is "Secret Village of the Spellcasters". It locks the opponent entirely, in case he/she doesn't use Spellcaster monsters and prohibits the use of Spell by the opponent if you have a Spellcaster. Which seen Prophecy, isn't all that difficult. 

And having that no spell clause also immediately closes the usability of MST, Heavy Storm, or other Field Spells, which could take it out. Only Monster and Trap effects could destroy it now. Other ways are Malefic Stardust Dragon, if you were to run such a card.

As for a card usefull against fields, well, Field Barrier prevents the activation of it, Macro has hatred against some, like Geartown or Dragon Ravine, and you always have the negaters, like Spell Canceller or Naturia Beast. Or Closed Forest in some other cases
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Zeno

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PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyTue Jul 09, 2013 8:59 pm

A good field spell is closed forest. It stops other field spells from activating which keeps your field spell from being sent to grave by another. It also works well in a beast deck, or Earthbound Immortal decks or Malefic. A card that would be good to defend it is Card guard, its basically a monster like breaker but it protects 1 faceup card on the field by putting a counter on it. This works well cause it gives you a protection and a level 4 monster which is good for syncing or xyzing. As for destroying a Field spell, Cards like Heavy storm get the job done as well as destroying their backrow which can free you up to summon heavy and attack without worry.
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Valkoor Lightheart

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PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyTue Jul 09, 2013 9:09 pm

First: If you rely on other Non-Zombies in a Zombie deck, or want to lock the Type-Relient decks on the field and in hand, Zombie World would help, as it is essential to a Zombie deck. Paladin of Cursed Dragon and Red-Eyes Zombie Dragon (REZD) Can steal your opponent's "Zombies" by battle, and if you use the after Damage calc. Warrior monster, you can take out what ever hits her if Z-World is up., but she's one use. One weakness to Z-World is Buster Blaster, the union. He can clear you out for a heavy blow if you dont have the Z-World up. It wouldnt be worth the risk if it is up.

Second: I think I'd use Closed Forest alone since no spells can be played, only few attempts can take it out if you cover Monster effects, which are #2 threat to FSs.

Third: Three letters: D A D. Pops The Seal like a bubble, along with possible field clearance if you have enough DARK cards to spare. Closed Forest has no chance unless you cover Monster eff.
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Pride

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PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyTue Jul 09, 2013 9:15 pm

1.  I find the field spell, "Chronomaly City Babylon" to be very useful in a chronomaly deck.  It's main gimmick being that if you just banish a chronomaly monster of a single level, you're permitted to special summon a chronomaly monster from the graveyard with the same level onto the field.  This is useful because the deck runs much smoother with an extra monster or two for XYZ summoning.  But, this card is also very helpful because, "Chronomaly Tula Gaurdian" can be specially summoned from the hand instantly as long as there is a field spell.

2.  I think the card, "Judgement of Anubis" could be helpful for protecting not only your field spells, but most spells and traps in general.  Just by discarding a card, you're not only permitted to negate your opponent's spell card destruction, but you're also allowed to destroy one of their monsters, and deal direct damage to their equal to its attack points.

3.  I think the spell card, "Burning Land" is a very nice choice for destroying field cards.  In a lot of my burn decks I run this card just because it's a constant source of damage during my opponent's turn, (500 during each of their standby phases!)  But it also makes it so when a field spell is activated, it is instantly destroyed.  Or any field spell currently on the field, is destroyed too.
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Nottu

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PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyTue Jul 09, 2013 9:25 pm

Great answers from everyone o far.


Closed Forest and Burning Land. Love these ideas.
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MajinKev84

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PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyTue Jul 09, 2013 11:51 pm

Field Spell- Fusion Gate
when this card is comboed with Chain material as well has E hero electrum if becomes a devastating and moderately consistent OTK   with use the  rank 10 xyz GUTAPH MAX... as well as all the other veritile comboes with bombardment bird and other fusion monsters and decks its one of the most underrated and underused fields currently

Protection- Malefic Stardust Dragon Basically a free to summon 2500 beater that protects your field from destruction while on the field , not much more to say about him 

Ways to nullify field spells are numerous in the games 3 mst, curse of forbidden spell, prohibition, or if the field is protected from destruction a bounce card like mist wurm 
but the best way to battle the card is to know its effect and being able to work around them for example destruction-typicaly a great option to get rid of a field....unless its geartown....
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PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyWed Jul 10, 2013 12:20 am

field spell - archfiend palace -maze of malign-
first off all fiends you control gain 500 atk making most fiends you would control into beaters.
second, when you control an archfiend and another fiend monster you can banish the other monsters to special summon 1 archfiend from your hand, deck, or grave with the same level as that monster. and since archfiends vary greatly in level you should have no problem having one.
the great thing about this though is that you can summon the monster from hand, deck, or graveyard making it easy to bring out whatever monster you may need.

protetction - basically anything that can negate spells/traps. your opponent will probably use MST or heavy storm to destroy your field spell, so cards like solemn judgment, dark bribe, or even magic jammer (not recomended).

nullify - lightray daedalus
this card can only be used in light decks however if your opponent is using a field spell this card can destroy 3 of your opponents cards.
 Once per turn: You can target 1 Field Spell Card and 2 other cards on the field; destroy them.
it does not say 1 field spell you control meaning you can destroy your opponents field spell and 2 other cards they control (monsters or backrow). making this card a good side in light decks. and he is an easy special summon.
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Nottu

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PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyWed Jul 10, 2013 12:42 am

Not bad jammy. Could use a little more detail but otherwise a good answer.
 
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Project Lead Scientist

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PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyWed Jul 10, 2013 1:04 am

thanks, im not good with filling things with details though XD.
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MajinKev84

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PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyWed Jul 10, 2013 1:36 am

how was my answer :fishing for compliments: Smile
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Nottu

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PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyWed Jul 10, 2013 4:59 am

MajinKev84 wrote:
Field Spell- Fusion Gate
when this card is comboed with Chain material as well has E hero electrum if becomes a devastating and moderately consistent OTK   with use the  rank 10 xyz GUTAPH MAX... as well as all the other veritile comboes with bombardment bird and other fusion monsters and decks its one of the most underrated and underused fields currently

Protection- Malefic Stardust Dragon Basically a free to summon 2500 beater that protects your field from destruction while on the field , not much more to say about him 

Ways to nullify field spells are numerous in the games 3 mst, curse of forbidden spell, prohibition, or if the field is protected from destruction a bounce card like mist wurm 
but the best way to battle the card is to know its effect and being able to work around them for example destruction-typicaly a great option to get rid of a field....unless its geartown....

 Hmm. The Anit-part is a little generic in my opinion. But good nonetheless.
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LastHope

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PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyWed Jul 10, 2013 6:56 am

OMG, where are all of my pictures DDDD:
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PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyWed Jul 10, 2013 7:02 am

A nice field spell would probably be Future Visions. While this may not hurt Prophecy or E.Dragons that hard, most other decks can get hurt by it. Since it banishes any normal summoned monster for a turn, this can slow down a lot of decks that use their normal summon to try and swarm or need it for a synchro. It's effective if run in a deck that either doesn't or rarely normal summons like the afore mentioned E.Dragons, or when used with monsters that work well if they leave the field by card effects like Earthbound Immortal Aslla Piscu to nuke or Fortune Lady Light as a quick access to the deck's summoning engine. This also works well for monsters that can be normal summoned but a penalty, like Beast King Barbaros.

As far as protection goes, there's always Magic Reflector. Coolest mentioned Card Guard, and this is bascially the spell version of it. Albeit only works for other spells, but since this is a spell card it can help out decks that benefit from spell cards being played like Spell Counter decks.

As far as dealing with them, continuous spell cards are rather easy to deal with. I could list dozens of ways to destroy them, of each type of card. Including an older Quick Play called Spell Shattering Arrow, which only targets your opponent's face up spells but does burn them a bit for each one destroyed. However, getting rid of one that's under protection is a little trickier. You can either suppress it with cards like Spell Canceller or similar or use Spellbook of Fate to just outright banish it, which not amount of 'Can't be destroyed' effects will halt.



Last edited by Nottu the Evoker on Sat Jul 27, 2013 4:58 pm; edited 7 times in total (Reason for editing : Every time I try to fix the line codes, all I get is another pair. Screw it, just gonna move my text so it's not squished by all the junk... Best I can do... :()
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DaMadDawgRichKid

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PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyWed Jul 10, 2013 4:49 pm

I think they were clever, personally, including the whole Banishing and bouncing ideas, which pretty much break any Deck that's either trying to hold up The Seal of Orichalcos or protecting their Spells with Field Barrier.

As for my own answer, I haven't got much to give that hasn't already been given. Uh...

I'd say a good Field Spell is Ghostrick House. It protects your Ghostrick monsters from being defeated while they are flipped face-down, and the damage-halving effects help to prevent OTK's from the damage that can be accrued by allowing your opponent to direct attack you.

A good way to protect Field Spells is Judgment of Anubis... Oh, that's been said? Uh... How about Card Guard? ... Really? Hm... Oh! I got it! Magic Reflector! ... Seriously!? You're kidding me! T.T

Well... I guess I'll stick to what I can. While most peoples' first thoughts are to prevent destruction through Spells and Traps, I'd like to think outside the box. A lot of people nowadays use Monster effects to pop cards instead, such as E-Drags, who spam Blaster and smash with Dracossack for a multi-layered destruction that can't really be defended against in this case except with a Field-Barrier protected The Seal of Orichalcos, which just sounds like something waiting to go wrong. So, let's look at nullifying them effects. In all listed cases, I say we block destruction with a long-forgotten card, My Body as a Shield! Now, this card has its own faults in the listed example, but hey, it's either taking a pop itself, or blocking a pop elsewhere. It's a pretty good card against E-Drags and can definitely help protect Field Spells.

Then again, the anti-Field Spell cards listed have had a tendency to bounce or Banish instead of destroy. A lot of Decks Side in Imperial Iron Wall nowadays anyway, so Banishing isn't my biggest concern, but how about that bouncing! That stuff just gets on my nerves, but it's quite effective.

So how do we counter bouncing? Unfortunately, unless you negate their summon, monsters that can bounce Spells pretty much have clear field. On the more fortunate side, most cards that bounce only do so for monsters, and all the cards I've found that bounce Spells are monsters. So... Run Veiler at 3. Sigh, #Metacards.

Now, getting rid of them through their layers of protection... I'm going to go with ye olde Banish stratagem. Caius the Shadow Monarch works well. It's easy to Summon in the right Deck, and it provides a Banish at no cost. Good stuff, good stuff.

There's me answers. Take them and grade them as you will.
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Blazer Slater

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PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyThu Jul 11, 2013 12:40 am

1. Find one Field Spell that is not listed above that would be considered a useful Field Spell for a given Deck, and explain how the Field Spell and that Deck work together well.


-Ancient City - Rainbow Ruins. This card works with the deck, Crystal Beasts.
"You must have this many "Crystal Beast" cards in your Spell & Trap Card Zone to activate and 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+: During either player's turn, when a Spell/Trap Card is activated: You can send 1 "Crystal Beast" monster you control to the Graveyard; 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 Card Zone; Special Summon that target."


2. List a good card for protecting Field Spells, aside from Field Barrier.


-Not only does the Ancient City have an effect to protect itself from being destroyed. Another card would be Malefic Stardust Dragon.
"Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by banishing 1 "Stardust Dragon" from your Extra Deck and cannot be Special Summoned by other ways. There can only be 1 face-up "Malefic" monster on the field. Face-up Field Spell Cards cannot be destroyed by effects. Other monsters you control cannot declare an attack. If there is no face-up Field Spell Card on the field, destroy this card." 
Don't most people have Stardust Dragon in their extra deck anyhow?


3.Come up with a card that is useful for destroying or otherwise nullifying a Field Spell's usefulness through some level of protection.


-Murmur Of The Forest. "Target 1 face-up monster your opponent controls; change that target to face-down Defense Position, then you can return a Field Spell Card(s) on the field to the hand."
Also, a trap card that would work would be World Suppression. 
"You can only activate this card when a Field Spell Card is activated. Negate the Field Spell Card during the turn this card is activated."
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Panzerkiller

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Lesson #6: Field Spells Empty
PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyThu Jul 11, 2013 12:57 am

 1. the field
Gates of the DARK WORLD
 With this card in a dark world deck this help's activate dark world effects such as Grapha's discard effect where you can destroy up to one card your opponent controls. this can now help activate his special summon effect by returning one dark world monster you control to your hand this can now also depending on the card you discard for this field spell work as soon as they are discarded they will be spiceal summoned

2. Magic Reflector
all though this card can only protect the spell against one spell your opponent activates by removing one conter from the selected target  it can greatly help a combo with any field spell that you could do depending on the field card.

3. lightray daedalus
Sadly this card can only work in a light deck but what it dose is that it can destroy a field spell and two more cards so lets say your oppenet controls dragons ravine, and one five headed dragon and field bairrer and all you control is two blues white dragons and last turn you activated swords of reviling light or however its spelled so now he ends his turn and now your draw step you summon lightray by banishing one divine dragon ragnarok, three radius the half-moon dragon and one prime matrial; dragon by activating soul release now you can summon lightray next when you summon lightray activate his effect and destroy five headed, barrier and dragons revine but dont forget about your monster reborn which you should activate to bring back your third blue eyes now attack directly for 9000 which should deffintly kill your oppent unless they have swift scarecrow or battle fader
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MajinKev84

Zed

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Join date : 2012-11-13

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Lesson #6: Field Spells Left_bar_bleue100/100Lesson #6: Field Spells Empty_bar_bleue  (100/100)
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Lesson #6: Field Spells Empty
PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyThu Jul 11, 2013 2:44 am

Nottu the Evoker wrote:
MajinKev84 wrote:
Field Spell- Fusion Gate
when this card is comboed with Chain material as well has E hero electrum if becomes a devastating and moderately consistent OTK   with use the  rank 10 xyz GUTAPH MAX... as well as all the other veritile comboes with bombardment bird and other fusion monsters and decks its one of the most underrated and underused fields currently

Protection- Malefic Stardust Dragon Basically a free to summon 2500 beater that protects your field from destruction while on the field , not much more to say about him 

Ways to nullify field spells are numerous in the games 3 mst, curse of forbidden spell, prohibition, or if the field is protected from destruction a bounce card like mist wurm 
but the best way to battle the card is to know its effect and being able to work around them for example destruction-typicaly a great option to get rid of a field....unless its geartown....

 Hmm. The Anit-part is a little generic in my opinion. But good nonetheless.

 Fair enough then ill add some to the anti field ....ANCIENT FAIRY DRAGON...a often forgotten about card allows you to destroy your opposing field spell gain 1000 LP as a result AND search for one of your own this can turn a game around  if ever utilized....for example dragunity vs gravkeepers   that necrovaley messing up your strategy  sych into fairy kill it gain 1000 grab ravine and set up the plays they were blocking with their valley...
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Nottu

Lucian

Posts : 3368
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Join date : 2013-02-03

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Name: Herenyonen
HP:
Lesson #6: Field Spells Left_bar_bleue84/84Lesson #6: Field Spells Empty_bar_bleue  (84/84)
Age: 29

Lesson #6: Field Spells Empty
PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyThu Jul 11, 2013 2:55 am

Very good Kev. Ancient Fairy can be useful, and I now realize I told Blazer NOT to post it. My bad sweetie!


Everyone has some really good answers here.
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GemMaster40

Leona

Posts : 13
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Join date : 2013-06-23

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Lesson #6: Field Spells Left_bar_bleue100/100Lesson #6: Field Spells Empty_bar_bleue  (100/100)
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Lesson #6: Field Spells Empty
PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyThu Jul 11, 2013 3:15 am

1.The Field Spell
Realm of Light. Works only in Lightsworns and gets a counter each time a Lightsworn monsters mills the deck. For each counter all Lightsworn monsters get 100 ATK. It may not sound like much but with the insane mill effects Realm of Light will be getting an INSANE amount of counters they will be getting LOTS of ATK.

2. Protection.
The Field Spell protects itself from being destroyed by removing two counters. Like I said before it'll be getting a lot of them. Other methods I can't think of that could fit into this deck other than Field Barrier though that's already been said.

3. Destruction
Um good luck unless you spam those S/T Destruction. Negating its effect with cards that negate but don't destroy like N22: Zombiestein could work.
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Valkoor Lightheart

Leona

Posts : 878
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Join date : 2013-02-01
Age : 25
Location : Sitting in my room on my bed, thinking of a truly limitless world, filled with endless skies and adventure around every corner.

Character Sheet
Name: Edmund
HP:
Lesson #6: Field Spells Left_bar_bleue900/100Lesson #6: Field Spells Empty_bar_bleue  (900/100)
Age: 17

Lesson #6: Field Spells Empty
PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyThu Jul 11, 2013 8:31 am

Hahaha, had a Duel with Cool, my Zombies vs Psychics. I used Blackship on Fairy Dragon which had taken my Z-World out for a 1000 Lp boost and a Brain Research Lab last turn. Reset his LPs back to 8000. Monster Reborn on Fairy Dragon on same turn, replaced his now demolished Lab with my second, and last, Z-World. 1000 Boost ftw. Then he nuked it and Fairy with BRD. ._. Spelled game for me when that happened since im out of that Field Spell. Sort of a locking FS, but it can unlock easy if not defended.
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gunsmaker

Leona

Posts : 15
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Join date : 2013-07-12
Location : Indonesia

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Name: Midnight Bunny
HP:
Lesson #6: Field Spells Left_bar_bleue100/100Lesson #6: Field Spells Empty_bar_bleue  (100/100)
Age: Unknown

Lesson #6: Field Spells Empty
PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyFri Jul 12, 2013 7:53 am

A very non-famous field spell that can make e-dragon user rage on it is "Summon Breaker" Field Spell, 
its a good field spell that changes to end phase immediately when a player Summons their third monster, well its affects to you too, but if you using decks that doesnt rely on spamming you can use this effectively.

and another very non-famous field spell that can make user that using deck that rely on spam (especially XYZ) rage on it is "Black Garden" Field Spell, its a good field spell that halves any monster ATK that summoned when this card is on the field, and SS token to opponent side field (it can be tributed or used for sync tho, but not for XYZ), if you using monster-spam deck, i suggest you to run this one, use the black garden and spam as much as you can (but 5x summon is enough) to fill all the opponent monster zone with the token, then you can do troll with it, Very Happy . and this one is good combo with Fragrance Storm and Sword and Shield Spell.
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rakhalix

Leona

Posts : 371
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Join date : 2013-06-19
Age : 26
Location : Indonesia

Character Sheet
Name: Rakha
HP:
Lesson #6: Field Spells Left_bar_bleue100/100Lesson #6: Field Spells Empty_bar_bleue  (100/100)
Age: 15

Lesson #6: Field Spells Empty
PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyFri Jul 12, 2013 10:08 am

Umm how bout burning land?, it destroy Field spell. or we could use world supression.
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gunsmaker

Leona

Posts : 15
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Join date : 2013-07-12
Location : Indonesia

Character Sheet
Name: Midnight Bunny
HP:
Lesson #6: Field Spells Left_bar_bleue100/100Lesson #6: Field Spells Empty_bar_bleue  (100/100)
Age: Unknown

Lesson #6: Field Spells Empty
PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells EmptyFri Jul 12, 2013 10:28 am

well, its very rare to see someone using burning land, even on side deck, 
even if opponent use it, just make sure you have dark bribe, field barrier, malefic stardust, or something like that to negate the burning land and protect your field.

i always use card that protect field spell when i'm using field spell, so its a small chance (luck not counted, Razz) to get coutered by opponent spells or traps, the hard part is when you give opponent chance to summon a monster that can remove your field, but you can still protect it by using veiler or BTS, Very Happy


reality is different than the theories, you must play it yourself and you'll get experience on it, so you'll know the card effectveness. Very Happy
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Lesson #6: Field Spells Empty
PostSubject: Re: Lesson #6: Field Spells   Lesson #6: Field Spells Empty

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