Part 2: The Different Spell and Trap Cards
In this part of the blog "How to Play Yu-Gi-Oh! TCG", we'll cover Spell Cards and Trap Cards. Here, we'll explain how you can tell them apart!
1. Spell Cards
You can easily recognize Spell Cards by their green color. In this illustration, you see a normal Spell Card. You can always activate these during your Main Phase.
Continuous Spells
You can recognize these by the small "infinity" symbol in the top right corner (see arrow). Continuous Spells can also only be activated during your Main Phase. Their special feature is that they remain on the field permanently until they are destroyed, for example.
Equip Spells
You can recognize these by the small "cross" symbol in the top right corner of the card (see arrow). You can only activate these during your Main Phase by targeting a monster on the field and equipping it with the card. However, if the monster leaves the field, or is switched to Defense Position by a card effect, the Equip Spell Card is destroyed and sent to the Graveyard.
Field Spells
The symbol is quite similar to that of the Equip Spell Card. In this case, however, it looks more like a ninja star (see arrow). You can only activate these during your Main Phase, and only in the Field Spell Card Zone! These also remain on the field permanently until they are destroyed or removed in some other way.
Quick-Play Spells
You can recognize these by the lightning bolt-like symbol (see arrow). Quick-Play Spells are probably the most popular and likely the most powerful among all Spell Cards! This is because you can activate them at any phase of the game, even during your opponent's turn (in which case, however, you must have set them face-down beforehand). Furthermore, Quick-Play Spells cannot be activated in the same turn they were set face-down.
Ritual Spells
You can easily recognize these by the "fire" symbol. Ritual Spells are used to Ritual Summon certain Ritual Monsters. You can also only activate these during your Main Phase.
2. Trap Cards
You can easily recognize Trap Cards by their pink color. In this illustration, you see a normal Trap Card. Trap Cards must always be set face-down first and cannot be activated in the same turn they were set.
Continuous Traps
These have the same symbol as Continuous Spells (see arrow). Continuous Traps are not entirely different from their Spell counterparts. They remain on the field for an indefinite period. However, just like with a normal Trap Card, you must first set them face-down to be able to use them on the next turn.
Counter Traps
You can recognize these by the arrow next to the text "Trap Card". Counter Traps are definitely the fastest cards in the game. You can only activate these in response to something specific (always stated in the effect text). However, no player can react to Counter Traps except with other Counter Traps! Here too, the rule applies: first set face-down to be able to activate in the next turn.
➡️ Conclusion
Be sure to check out Part 3! Things are really starting to heat up there! We'll explain exactly how the game works!



1 comment
KartenKoloss
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