Part 2 · Duel rules · Chapter 10

Spells, traps, equipment, fields and rituals

What every card that is not a monster really does.

Every effect, one by one

Every card that is not a monster uses one of the game's 20 effects. The table below describes what the game really does, with an example card for each. The values (heal, damage, boost…) come from the cards themselves.

KindExample cardWhat the game does
SpellThe End of the Fifth SunDestroys all of the opponent's monsters.
SpellSacred Obsidian BladeDestroys the opponent's highest-ATK monster (tie: the leftmost).
SpellWind that Erases SealsDestroys all of the opponent's spells and traps.
SpellChocolate of the GodsYou gain 800 Life (Life has no cap).
SpellSparks of the New Fire500 / 600 direct damage to the opponent.
SpellHuéhuetl War Drum+400 / 500 / 600 / 700 ATK and DEF, permanently, on YOUR monsters on the field of the type or element shown.
SpellCopal Smoke−400 / 500 ATK on all the opponent's monsters until the end of their next turn (stacks).
SpellEye of the Obsidian MirrorFlips the opponent's face-down MONSTERS face up. Their hand and face-down spells/traps stay hidden.
SpellThe Five Empty DaysThe opponent cannot attack during their next 1 / 2 / 3 turns.
SpellMask of Xipe TótecSwaps the ATK and DEF of the OPPONENT's monsters.
SpellFolded Codex of the EldersYou draw 2 / 3 cards.
SpellGust of the Wind SerpentReturns the opponent's strongest monster to its owner's hand.
SpellFox PossessionYou take the opponent's strongest monster. It returns to its owner at the end of YOUR turn; if their side is full, it is destroyed.
TrapChimalli Shield WallTrap: negates the attack.
TrapStake PitTrap: destroys the attacking monster.
TrapThe Smoking MirrorTrap: the damage you would take goes to the attacker.
TrapScorpion's StingTrap: the attacker's ATK becomes 0 in this battle.
FieldTemplo Mayor at the Fifth Sun's DawnField: +500 to monsters of the favoured types/elements and −400 to the weakened ones — for BOTH players.
EquipmentObsidian MacuahuitlEquipment: +500 / 700 / 1,000 ATK and DEF, permanently, on a compatible monster (the types are on the card).
RitualRite of the New FireRitual: needs the 3 exact monsters on YOUR field; they are destroyed and the ritual monster enters face up.

Spells

A spell from your hand can be activated at once (face-up) or set face-down to be activated later; in that case, activating it later does not spend your play from hand. The boost of a type/element spell applies to your monsters of that type that are on the field right now; those that enter later do not get it.

Heal, boost and protection: three common spells.

Traps

There are four traps: negate the attack, destroy the attacker, reflect the damage and set the attacker's ATK to zero. They only enter face-down ("Set") and you do not activate them: when you are attacked, even by a direct attack, the first face-down trap in your row, left to right, triggers on its own. One per attack.

The four traps.
A trap triggering during an attack

Equipment

An equipment gives +500, +700 or +1,000 ATK and DEF, permanently, to a compatible monster (the types are on the card). Played alone from your hand, face-up, it goes to your strongest compatible monster. An equipment can also enter a fusion (monster + equipment).

An equipment.

Fields

A field gives +500 ATK and DEF to monsters of the favoured types and elements and −400 to the weakened ones, and that applies to the monsters of both players. There is only one field for the whole table: activating another sends the previous one to its owner's graveyard.

A field.

Rituals

A Ritual card requires its 3 exact monsters on your field. They are destroyed and the ritual monster enters face-up (in Attack by default). Ritual monsters only enter this way.

The Rite of the New Fire: the three required monsters and the ritual monster that is born.

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