Cards like the current field spells have been around awhile too now: Kozmo town, Union Hanger, Fire King Island etc. they just feel the need to make them somehow MORE busted everytime they cook up a new one.
Field spells should always affect you and your opponent equally. Anytime there is a field spell that does not affect you and your opponent equally. It should not be printed.
Great video Cali, I think the Frankenstein analogy is spot on. At this point Field Spells have gone from World Enchantments to Legendary Enchantments, as in one sided effects that are allowed to be broken simply because you can only have one on the field. Truthfully, I think most problems in Yu-Gi-Oh can be fixed by either adding new adds, banning existing ones, or use of erratas. Field Spells on the other hand have become the “On” button to so many archetypes that bringing back the “One Field Spell at a time” rule would just mean the player who got to keep their’s face up wins the game. Perhaps an errata in the future where the most broken ones allow your opponent to still have a field spell while the weaker ones get to keep the rule that only it can be face up unless another one with that rule is played. That might balance things out, though it is quite a convoluted errata, on par with modern Pendulumn summoning into Link zones.
Ko-money has lost sight of every game design of this game. I still say all handtraps should have just been Imperm-style traps. Funny how people now run 50% handtraps when normal traps used to be the normal defensive card
Hand traps ruined yugioh for me. Won't go to any tournaments just to have some cheese dust finger, no deodorant wearing basement dweller run 15 hand traps and play his turns on my turn. Bad design.
@@ChrisDaAce27you do understand though that it is totally possible to brick on handtraps? I mean do as you like but id say you sound salty and that could also mean running and especially building decks in a way that you lose by one handtrap. But especially now, many decks got soooo much love to the point were you can run dark magician and not instant lose IF build well.
@@Zenbon111 Hand traps are putting duct tape on the holes that Konami is actively poking in the ship. Going 2nd wouldn’t be such a death sentence if they hadn’t torpedoed game balance 10 years ago
i believe their plan (aside from making money) is to make field spells more impactful than spells and traps in general because they are harder to search(outside specific own archetypes monsters), and when they become problematic, limiting it to 1 or hitting the searchers itself(most archetypes are still playable without them, they just become more vulnerable or less oppressive). Powerful enough to shift players attention a little less to dealing with monsters and having to always at least think about having cards that can target destroy spells and traps in their decks. Im more worried about decks nowadays being resumed to accumulate multiple disruptions on the board to not let the opponent even play the game on their turn when you pass. So the only real interactions become 1st turn player engine vs whatever hand traps the 2nd player has.
im surprised we havent gotten retrains of the original field spells that all come with like 3-4 effects like field spells we have now lol. like, imagine a yami that let you just search a dark monster, dumped one from hand, made them immune to something in some phase and then had a grave effect if they were sent. then imagine something like this for each set of types/attributes lol. We already got the dominus cards which are like, reverse in the sense that theyre traps, and punish these other types, limited or forcing players to make a sacrifice eother mid game or in deckbuilding. this is the kind of shit konami would put out today and pretend there isnt gonna be any problems with it for the rest of the year
I want to see that purely fir zombie shenanigans Eldlich would love it, doomking wirk for any field spell, free set up for synchro pike and if you run zombie world you can get the grave effect without losing anything
Not as a card type since now are just continous spell 2, but as a design prospective. For some reason konami decided to fill an entire yugioh lore with field spell that search a monster, make gain stats and have other bonus effects. Not to mention the tenpai and gimmick puppets broken protection. For this reason it would be interesting either to reintroduce the old field spell mechanic or simply not make them so broken
It’s been too long for the old mechanic to come back since they have designed around not having it as for making them less broken Konami doesn’t know what balance is abd just adds effects until it needs banned then moves back 1 step
Nan Mystic Mine even if it was an horrible card is just a big floodgate that don't represent the average field spell. The one who ruined everything are the first that started to act like a Rota with a bonus effect
@@FizzyMcSoda isn’t pandemonium locked to archfiends specifically though? that at least feels balanced since most archfiends (certainly the ones available when pandemonium releases) werent that great
@@TeamhypnotikYGO Yup. I just meant that it was the first to fit the "RotA with a bonus effect" bit. I remember you could pull some funny stuff off like using it with Archfiend of Gilfer to constantly search, or pairing it with Terrorking Archfiend + Des Counterblow with a Desrook in hand for an otk. xD
Field spells kind of lost their identity like Cali said. They became a free continuous spell. Cant even imperm them since they dodge column based hits. Break out those cosmic cyclones or harpies feather dusters. Or against strategies that rely too much on their field spells like Tenpai, break out that cursed seal of the forbidden spell. Like I reminded Cali to tell y’all to buy them before they get expensive
Field Spells are just like another monster on the field at this point with how much stuff they do by themselves You know it's bad when in certain moments of a duel you have to ask yourself if you want to get rid of the field spell, or the monsters in front of you.
@@stevenashley27 i mean, it got an event in master duel where you start with fusion gate in play. But yeah, i'd probably replace it wuth fusion sage because i can use other fusion support with polymerization that i couldn't use with fusion gate. (Fusion recovery, cards that fuse with the GY)
@ what does that gotta do with my comment? I brought it up cause fusion gate was the next step in field spell design that would be fairly generic and only affect the player and not the monsters.
Fusion Gate lowkey one of those "didn't futureproof" cards too. Has odd combos with Chain Material. Stuff they didn't really expect us to do. But alas, obsolete in main format. I guess they expected us to really go hard with generic Fusions until they learned to just support Polymerization and archetypes. In Duel Links, it had synergy with Cyber Dragon support which gave a ton of fodder and Cyberload Fusion to reuse the same fodder. Had crazy interactions with Cybernetic Fusion Support at one time.
@@MirandaMajeski Edison format was yugioh at its peak. A format where you could actually go back and fourth, and if you somehow stopped an OTK, that was it; your opponent was out of steam if you broke the board. No one card combos that netted plus 3
For me, I think it's interesting to see how field spells have evolved from this interesting, unique concept to add another dynamic to the game to now where it feels like most field spell cards are just another continuous spell card that doesn't take up space in the spell trap zone.
Modern field spells are a problem. But I think it’s more the ones that have a misc. type of protect. People hated Sangen summoning for obvious reasons, but I HATE the gimmick puppet field spell. Allows you a free search? Monsters unaffected by non-XYZ monster effects and XYZ monsters can’t be destroyed by battle? Insane in a deck with the gimmick of FTK burn. If Konami is going to make these type of field spells, limit them.
My solution is to make all of the continuous floodgates field spells and permanently ban terraforming and metaverse. This would mean that they could only have one at a time and fit the intended field spell purpose. This would also make them less viable in decks that rely on field spells limiting their use as generic support. The goal of a field spell should be placing a condition on the field that both players have to adhere to. It should not have comditions based on who plays it and it shouldn't limit it's own counterplay. Cards like mystic mine break this rule by restricting one side at a time. Necrovalley on the otherhand affects everyone except Gravekeepers which has it's own limitations in the archetype.
Necrovalley is and will always be my favorite Field Spell I don't want to watch someone recycle their monsters non stop to summon their entire Extra Deck in one turn.
only 1 field existing at a time was good for a narrative standpoint like all the time the characters in the anime had to complete against an opponent with home field advantage, it definitely ups the ante, gets viewers rooting for the underdog and make it seem like some sort of end of series final fight or so against the last boss but from a gameplay standpoint it means that field spells can be incredibly fragile at times which would be especially so if its in a format where field spells were rampant so decks couldnt rely too heavily onto them least the rug gets pull from under their feet when they least expect it hence it makes sense for the rule change to allow each player their own field spell at the same time maybe they can make field spells feel like actual field spell rather then just another flavor of continuous spell is if the monsters and/or spell/traps gain additional effects or have upgraded effects if the archetype's respective field spell is active instead like samsara d lotus only being able to activate and resolve its grave effect if nightmare throne is also face up on field alongside a yubel monster for example or if most of the monsters in an archetype has some sort of minor restriction which is only lifted while their field spell is out
They have certainly dabbled in it glow up bloom being the best example but unless you make it always appear in the opener then it tends to just destroy decks since they banned all the generic searchers They tried doing it with the link 1 but people complain about it Personally I wouldn’t mind a link 1 recycler but them zombies already have an amazing in archetype searched in banshee
I actually had a really fun duel yesterday against a Traphole/Traptrick deck, which is funny because I don't think my opponent wanted me to have fun. The clincher was that their field spell that protected their insects once per turn was their undoing. I ran a Branded Bystial deck with some Dogmatika and Despia thrown in there for good measure. Basically their strategy boiled down to not letting me play the game by using holes to destroy my monsters on summon, using their XYZ tricks to steal my cards, then protecting their backrow with monster effects. Long story short, I used Branded Opening's GY effect to protect my Albion Sanctifire from non-targeting destruction, then used Albion's targeting protection to keep itself safe, then just attacked into their links that couldn't be switched to defence and couldn't be destroyed because of their field spell to whittle their life points down. Eventually they got out a link with 3300 attack to beat over Albion, so I played through all their negates until I got Titaniklad the Ash Dragon on the field with 3900 attack, meanwhile their 3300 attack monster was down to 0 thanks to my Despian Quaeritis, which they also stole. Their field spell was their undoing because they had nothing stronger than my Titaniklad, their link couldn't be destroyed, and after checking their deck in the replay, they didn't have any cards to dispose of my monsters that were already on the field, only on summon. They rage quit after I successfully outstalled their stall strategy, which was really satisfying as a Traptrick I took my old Branded deck against completely shut me down. I agree that field spells have reached an oppressive level that just isn't fun to deal with, but it is really satisfying to unpick these unbreakable boards and use their own strategies to defeat them, like using negates and non-target monsters against Swordsouls that run De Fleur
Someone explain to me why every visas related field spell, throne, snake eyes and tenpai have litterally game breaking field spells.....please I need answers
Yes, its the field spells ruining the game, not the fact that the game revolves around multiple mechanics that are bad game design because they promote stopping one person from playing the game. (Omni negates, hand looping, spinning, hand traps, generic monsters so strong they can end games with barely any cost to summon them, flood gates, zone blocking) the game at its core is problematic. I love it to death but the formula is broken, if you are preventing the opponent from even playing the game, thats just bad game design in my opinion. Negates should be defensive only, hand looping and spinning should be limited to 1 card or removed, hand traps should be removed or limited to defensive or only if you control no cards, generic monsters should be archetype locked baronne into fleur, access into code talker etc. Flood gates should be removed and zone blocking should be limited to 4 of each so your opponent can ALWAYS play 1 card. Plus im sure theres others i have missed that coyld be fixed but i dont think konami will ever overhaul the game like this
Kinda funny that the approach Konami takes to fix the issues is just to print more and more stronger cards to get easier access to those mechanics multiple times over. Next master rule needs to do some heavy lifting
This wasn't the point of the video. But you completely convinced me that floodgates should've been field spells and not continuous traps. Symmetrical effects. Can be outed by playing another spell. Most importantly you'd only ever be under one at a time. I feel like there is a lot of positives to this style of design. Too late now.
I don't see a way to go back. If anything keep two field spells and change the rules around them so both players can use and benefit from both field spells. This would mostly affect the mirror match. So something like sangen summon. - "Durring your mp , fire dragon are unafected." Counts for you oppoents if he play tenpai. He can also use the search once per turn. Even while the field spelll is on the opponents side. I think this could be inteesting as game play dynamic. Since in some cases you would want to place your own field spell then in a mirror match.
I personally don't mind archetypal field spells as some can lead to genuinely interesting strategies that help the deck's game plan like Noble Arms Museum. However, I do have a problem with field spells that decide to make your field a Towers with no drawback whatsoever. Sangen Summoning is already ridiculous, but the Gimmick Puppet is just outrageous.
I would say I agree with the fact that field spells are definitely getting way too powerful. But I feel that there is another issue with field spells that you briefly mentioned they are essentially better continuous spells. The thing is, this aspect is what makes them so good. Continuous spells are not really that good for a few reasons. Obviously, lack of power, but searchability, protection, and opportunity cost are also reasons why continuous spells are so rarely seen. Field spells solve every single aspect that continuous spells are terrible at. Field spell obviously have been growing in power, but with either in archetype cards or out of archetype searchers, field spells have always been easy to find and easy to play. Similarly, the fact that the use of field spell cards usually never comes with an opportunity cost is why they're so good. You never have to worry about a clogged spell and trap zone, nor is there really another card that can replace a field spell. The fact that a field spell is separate from the other spell and trap zones also goes into why field spells are so good a lot of spell and trap destruction or targeting effects for some reason, say main spell and trap zone or just can not target the field spell zone of course this last one has changed and there are definitely cards that can target all cards on field but there are a lot of cards that just don't handle one of the strongest card types in the game. For instance infinite impermanence, not a card people think of using against spell and traps but the fact that the field spells are protected from it feels strange why shouldn't it be as vulnerable as any other spell card. That's why I feel like a way that could maybe hurt current field spells is to remove the current field spell zone. It may not solve the problem of field spells being too powerful but it addresses a major design flaw that they addressed with pendulum monsters. Why leave a zone that works exclusively for a minority of cards or need some stipulation for it to work with other mechanics like zone placement? Of course some cards wont work with this idea, chicken game would be kind of broken and gear town would kinda suck but erratas could fix these issues. Now field spells actually have a cost outside of deck space and aren't regulated to a zone that is built just for them. I understand that this is not an amazing solution and doesn't really solve the power issue but if you've read this far thank for reading. TLDR: Remove the field spell zone it makes field spells too good for players not to use.
I say get rid of the Field Spell zone. Make the Space in-between the EMZ a joint spell/trap zone. Make it where the zone must be open to be used and make it where either player can benefit from the spell placed there on there turn. Make Field spells activation requirement to be in that zone. Call it the Extra Spell/Trap Zone idk lol. Now this would make Mirror matches BONKERS. The lvl of strategies you would have to develop. -Do you set a spell card there going first thats a brick in hopes to clog his shot at using his Field spell as a starter? -Do you play your copy of Sengan Summoning knowing there is a great chance you are going up against a Tempi player? -Do you play an oft lower tier strat so only you get the benefits of your Field spell? -Do you forego playing field spells entirely because a card like Sengan Summoning is going to be played and your on Tempi? Doing things like this would make the fieldspell a risk reward and add lvls of depth to the game.
When Ancient Fairy Dragon was released, people said it was bad, as field spells were not very good in those days... I told a friend that AFD was very good, but it needed good field spells to search... He laughed at me... A few years later, I was out if the YuGiOh world for a while, and he came and told me how right I was about AFD and other many cards... Just like with level eater... Thats when I came back to the game... Specially thanks to DL...
You can tell Konami is aware of this cause in Master Duel, all of the older field spells are normal/rare rarity. Modern field spells are generally UR's if archetype specific or sometimes SR's if they are a bit more generic.
Sometimes field spells are Konami’s lazy way of attempting to give some bolstering support to archetypes to make them more viable. I say lazy because a lot of the time they have 2-3 effects that could have easily been done across several other member cards to add the support, but they throw it all on a field spell to wrap it up in one big package.
Absolutely spot on, I don't like modern field spells at all, they are not even field spells, they are just continuous spell cards which benefit from Terraforming. This was never the point of fields.
Konami painting themselves into a corner with power creep so they have to keep making ridiculous field spells just to ban them and print another broken archetype with a ridiculous field spell. Konami really messed the game up over the past couple years and it's so disappointing to me.
I think modern field spells would be interesting if they applied to both players so you could always experiment with "fieldspell turbo" as an anti-meta pick and use as many engines from the best deck as possible. Oh you activated pressure planet Wraithsoth? let me search fenrir while you search Unicorn. Nice Divine temple, let me set snash so I can search wanted after you normal or special summon. Bonus points the tear mirror becomes way more complicated etc. field spells only affecting one player is WHY they feel like continuous spells if players made meta calls and instead of siding in handtraps they side in an appropriate small engine that benefits off of "field spell that searches the monster thay extends the combo" by giving you advantage for being on the same deck as your opponent but losing tbe coinflip.
I did actually notice they were a lot like continuous spells these days. I only just got used to the modern yugioh concepts. I do like my mausoleum of white though ... 🤨
To be honest, I definitely prefer the new way Konami is designing field spells, as the only ones which follow the classic design of affecting both players and that are competitively viable nowadays are floodgates like secret village and necrovalley.
I agree I think the other criteria is just way too limiting. I mean, if we look at pokemon, the best stadium in my knowledge is Path to the Peak which is just a floodgate that warps the whole meta around it when it's in standard (i haven't played expanded so I could be wrong). I think leaving them as kinda a "legendary spell" for your archetype is much better and allows komani to do much more interesting things with them
I really dislike the rota effect on most field spells these days That feels like those cards are disposable because you want to replace them on the field asap to get the same benefit again However almost none of those are used in decks which have any kind of core stratagy which benefits from the switching itself, so it just feels like komami is really trying to push them onto the players like "Here is this effect that supports your deck, but in case its not strong enough, so here is this search effect which pretty much invalidates whatever the bonus is because its so much better" Also it annoys me that there is a certain trend that fieldspells for an archetype have a non archetype name so its not searchible from the searchers... at the same time where that fieldspell is the core of the decks strategy...
the first crazy field spell was a legendary ocean in 2003. while newer ones have taken spotlight and enabled degeracy like tenpai acting like field spells havent been insane for most of yugioh lifespan is not true.
There's a large period of time between the release of Necrovalley and Mystic Mine. Are you going to ignore the well designed Field Spells that came out during that time?
Field Spells are really powerful but there’s really nothing that sets them apart from a Continuous Spell - especially now Terraforming is banned. If Sangen Summoning was a Continuous it wouldn’t make a significant difference.
I mean, just about every field spell now is a reinforcements of the army that comes with some form of pop a card effect. Hardly benefitting the ‘strategy’ of a archetype. Field spells for Madolche, Ghostrick, Fire King to name a few help to pursue the decks goal and those examples to me are legit support
Hear me out: If ice barrier get a field, that should--- must have the effect that gives any synchro water in the field the name "ice barrier". No matter how. Also, give free set up 2 spell/traps. Something else? OH, i almost forgot: another universal searcher when activated. Man, Ice barrier cant be helped, it has mirror master and ice barrier medallion, but still bricks if you cannot have special summon from hand and more searchers! wayne: what a bout me? we are talking about going first turn wayne.
Field spells are just another continuous spell card with a special zone. My thoughts on field spells were always easy to access, niche support effects for that specific archetype. Modern field spells can do just about anything like special summon a monster from the deck 😂
Ngl, seeing another “insert issue with Yugioh” title is just exhausting. This isn’t necessarily specific to Cali either. Although in the past year, he has been doing a lot more of those it seems.
@@KFC-Warrior if they did that then vaylantz, the archetype that rely on placing both archetypal field spells on both you and ur opponent's field, would not be able to function.
@@KFC-Warrior personally I like the way field spells work now, and there are way too many archetypes that rely on field spells then just vaylantz. Generaider, Runick, Dream mirror etc.. are all field Spell dot Deck that revolve on them, if there could only be 1 field Spell on the field at a type these decks no longer function and your opponent just has to play their own field spell to ruin ur entire Deck which isn't really fair imp.
@@KFC-Warrior"Balancing act" aka making it so only one player gets to have the beneficial spell that may have bonus effects and the other gets nothing instead of boh being able to benefit from it
Most field spells are fine, but when you make things like the tenpai and mystic mine, then they become too much. These cards have effects that are too strong for no reason, and they seem unfair.
I kinda agree but also hard disagree. yes field spells are too broken now. your examples are backwards though. you called umi peak when it's lv manipulation is annoying to play against when using water deck but gave little to benefit the user, necrovalley just a solid card yet you claim it is bad for the game. harpie and gear were very oppressive for their time much more than necrovalley. skyscraper was always bad. lost world is anything but balanced as it prevents targeting (depending on the deck it could out right shut down all your plays) and even punished the player for attempting to out their token. dragonic diagram is the sweet spot for balanced field spell. mystic mine is healthy as it kept otk decks in check by forcing the use of removal thereby cutting down on an unhealthy amount of consistency. modern fields are oppressive I agree because they provide to much unearned advantage with their free searches and 2-3 three other effects.
I think the best designed field spell is probably Orcustrated Babel It completely shifts how its deck plays and its the beating heart of that deck without having the Visas plante field spell boring ass coockie cutter effects that are becoming so overused
Can’t believe Yami is ruining the game
They shouldve given the og fieldspells the duelist Kingdom Treatment, where each Player Starts with a Standard fieldspell in Play.
@@proclarushtaonasatthats what they did in Duel Links 🤣
@@victoriaabrilvazquez9863 yup, and thats the way 99% of all Yami-activations occured in that game.
@@proclarushtaonasat I can say that is true, ive been playing DL since the begining, when there werent even any boxes...
Wym? It's clearly Umi's fault.
Cards like the current field spells have been around awhile too now: Kozmo town, Union Hanger, Fire King Island etc.
they just feel the need to make them somehow MORE busted everytime they cook up a new one.
I vaguely recall that Terraforming ended up being hit because of spells like Kozmotown, also can't forget the rampage Draconic Diagram enabled.
Yes. Konami will continually powercreep ad infinitum.
@@peterzelaya9948 Konami 2030: new card released, effect: if you have a monster in your Monster zone, you win the game.
@@victoriaabrilvazquez9863 flying elephant but with less steps
you say that as if konami don't keep making more powerfull decks every set
Field spells should always affect you and your opponent equally. Anytime there is a field spell that does not affect you and your opponent equally. It should not be printed.
Domain Expansion! Lair Of Darkness!
Yup. We've been expanding our domains for decades before it was ever a thing.
I need MORE LoD support, I can't believe plants of all things do our gimmick better.
Chain MST
Great video Cali, I think the Frankenstein analogy is spot on. At this point Field Spells have gone from World Enchantments to Legendary Enchantments, as in one sided effects that are allowed to be broken simply because you can only have one on the field. Truthfully, I think most problems in Yu-Gi-Oh can be fixed by either adding new adds, banning existing ones, or use of erratas. Field Spells on the other hand have become the “On” button to so many archetypes that bringing back the “One Field Spell at a time” rule would just mean the player who got to keep their’s face up wins the game. Perhaps an errata in the future where the most broken ones allow your opponent to still have a field spell while the weaker ones get to keep the rule that only it can be face up unless another one with that rule is played. That might balance things out, though it is quite a convoluted errata, on par with modern Pendulumn summoning into Link zones.
"old field spells were designed with both players in mind"
tells a lot about the modern yugioh huh
I think I heard something like "In modern Yugioh the goal is to keep your opponent from playing Yugioh."
Ko-money has lost sight of every game design of this game. I still say all handtraps should have just been Imperm-style traps. Funny how people now run 50% handtraps when normal traps used to be the normal defensive card
Hand traps ruined yugioh for me. Won't go to any tournaments just to have some cheese dust finger, no deodorant wearing basement dweller run 15 hand traps and play his turns on my turn. Bad design.
Hand traps being trap cards makes no meaningful difference. The purpose is to not get obliterated going 2nd.
@@ChrisDaAce27you do understand though that it is totally possible to brick on handtraps?
I mean do as you like but id say you sound salty and that could also mean running and especially building decks in a way that you lose by one handtrap.
But especially now, many decks got soooo much love to the point were you can run dark magician and not instant lose IF build well.
@Corey91666 nah just that idea is stupid. Just make them trap cards so they still need to be set. Its not salty, it's just bad design to me.
@@Zenbon111 Hand traps are putting duct tape on the holes that Konami is actively poking in the ship. Going 2nd wouldn’t be such a death sentence if they hadn’t torpedoed game balance 10 years ago
i believe their plan (aside from making money) is to make field spells more impactful than spells and traps in general because they are harder to search(outside specific own archetypes monsters), and when they become problematic, limiting it to 1 or hitting the searchers itself(most archetypes are still playable without them, they just become more vulnerable or less oppressive). Powerful enough to shift players attention a little less to dealing with monsters and having to always at least think about having cards that can target destroy spells and traps in their decks. Im more worried about decks nowadays being resumed to accumulate multiple disruptions on the board to not let the opponent even play the game on their turn when you pass. So the only real interactions become 1st turn player engine vs whatever hand traps the 2nd player has.
im surprised we havent gotten retrains of the original field spells that all come with like 3-4 effects like field spells we have now lol.
like, imagine a yami that let you just search a dark monster, dumped one from hand, made them immune to something in some phase and then had a grave effect if they were sent.
then imagine something like this for each set of types/attributes lol. We already got the dominus cards which are like, reverse in the sense that theyre traps, and punish these other types, limited or forcing players to make a sacrifice eother mid game or in deckbuilding. this is the kind of shit konami would put out today and pretend there isnt gonna be any problems with it for the rest of the year
I want to see that purely fir zombie shenanigans
Eldlich would love it, doomking wirk for any field spell, free set up for synchro pike and if you run zombie world you can get the grave effect without losing anything
Not as a card type since now are just continous spell 2, but as a design prospective. For some reason konami decided to fill an entire yugioh lore with field spell that search a monster, make gain stats and have other bonus effects. Not to mention the tenpai and gimmick puppets broken protection.
For this reason it would be interesting either to reintroduce the old field spell mechanic or simply not make them so broken
It’s been too long for the old mechanic to come back since they have designed around not having it as for making them less broken Konami doesn’t know what balance is abd just adds effects until it needs banned then moves back 1 step
Im pretty sure i can speak for everyone when i say that mystic mine is field spell that ruined all field spells for yugioh
Nan Mystic Mine even if it was an horrible card is just a big floodgate that don't represent the average field spell. The one who ruined everything are the first that started to act like a Rota with a bonus effect
Bingo
@@AnimexdracoI thought of Pandemonium immediately, if I recall correctly that was the first field spell to have an effect like that.
@@FizzyMcSoda isn’t pandemonium locked to archfiends specifically though? that at least feels balanced since most archfiends (certainly the ones available when pandemonium releases) werent that great
@@TeamhypnotikYGO Yup. I just meant that it was the first to fit the "RotA with a bonus effect" bit.
I remember you could pull some funny stuff off like using it with Archfiend of Gilfer to constantly search, or pairing it with Terrorking Archfiend + Des Counterblow with a Desrook in hand for an otk. xD
Field spells kind of lost their identity like Cali said. They became a free continuous spell. Cant even imperm them since they dodge column based hits. Break out those cosmic cyclones or harpies feather dusters. Or against strategies that rely too much on their field spells like Tenpai, break out that cursed seal of the forbidden spell. Like I reminded Cali to tell y’all to buy them before they get expensive
Field Spells are just like another monster on the field at this point with how much stuff they do by themselves
You know it's bad when in certain moments of a duel you have to ask yourself if you want to get rid of the field spell, or the monsters in front of you.
Bring back shared field spells zones
Sadly, Fusion Gate forgotten about. Came out in Labyrinth of Nightmare, as a way to help out fusion summoning
@@stevenashley27 i mean, it got an event in master duel where you start with fusion gate in play. But yeah, i'd probably replace it wuth fusion sage because i can use other fusion support with polymerization that i couldn't use with fusion gate. (Fusion recovery, cards that fuse with the GY)
@ what does that gotta do with my comment? I brought it up cause fusion gate was the next step in field spell design that would be fairly generic and only affect the player and not the monsters.
Fusion Gate lowkey one of those "didn't futureproof" cards too. Has odd combos with Chain Material. Stuff they didn't really expect us to do. But alas, obsolete in main format. I guess they expected us to really go hard with generic Fusions until they learned to just support Polymerization and archetypes.
In Duel Links, it had synergy with Cyber Dragon support which gave a ton of fodder and Cyberload Fusion to reuse the same fodder. Had crazy interactions with Cybernetic Fusion Support at one time.
@@stevenashley27 oh, my bad.
I wish in the next master rule, koonami will revert field spells back to its original function and make zones matter more
They can’t the rules been around too long that they designed for it
Kozmotown was worth a mention. Pretty sure that card set the standard for field spells becoming searches.
I absolutely love to duel...but some of these decks just suck the joy out of it.
@@MirandaMajeski Edison format was yugioh at its peak. A format where you could actually go back and fourth, and if you somehow stopped an OTK, that was it; your opponent was out of steam if you broke the board. No one card combos that netted plus 3
For me, I think it's interesting to see how field spells have evolved from this interesting, unique concept to add another dynamic to the game to now where it feels like most field spell cards are just another continuous spell card that doesn't take up space in the spell trap zone.
Old field spells were much better when the card pool size was like 500 cards.
Modern field spells are a problem. But I think it’s more the ones that have a misc. type of protect.
People hated Sangen summoning for obvious reasons, but I HATE the gimmick puppet field spell. Allows you a free search? Monsters unaffected by non-XYZ monster effects and XYZ monsters can’t be destroyed by battle? Insane in a deck with the gimmick of FTK burn.
If Konami is going to make these type of field spells, limit them.
My solution is to make all of the continuous floodgates field spells and permanently ban terraforming and metaverse. This would mean that they could only have one at a time and fit the intended field spell purpose. This would also make them less viable in decks that rely on field spells limiting their use as generic support.
The goal of a field spell should be placing a condition on the field that both players have to adhere to. It should not have comditions based on who plays it and it shouldn't limit it's own counterplay. Cards like mystic mine break this rule by restricting one side at a time. Necrovalley on the otherhand affects everyone except Gravekeepers which has it's own limitations in the archetype.
MAKE COUNTER TRAPS GREAT AGAIN!
Cali real talk here i really need that dragon link deck profile you used to smash tj
i second that
I third that
Patreon?
@samuelgonzalez-tovar3936 already looked it's not on there
@@ToxicZ0mbie it will be there. Just been busy.
We really went from Umi to Numeron Network
Necrovalley is and will always be my favorite Field Spell I don't want to watch someone recycle their monsters non stop to summon their entire Extra Deck in one turn.
only 1 field existing at a time was good for a narrative standpoint like all the time the characters in the anime had to complete against an opponent with home field advantage, it definitely ups the ante, gets viewers rooting for the underdog and make it seem like some sort of end of series final fight or so against the last boss but from a gameplay standpoint it means that field spells can be incredibly fragile at times which would be especially so if its in a format where field spells were rampant so decks couldnt rely too heavily onto them least the rug gets pull from under their feet when they least expect it hence it makes sense for the rule change to allow each player their own field spell at the same time
maybe they can make field spells feel like actual field spell rather then just another flavor of continuous spell is if the monsters and/or spell/traps gain additional effects or have upgraded effects if the archetype's respective field spell is active instead like samsara d lotus only being able to activate and resolve its grave effect if nightmare throne is also face up on field alongside a yubel monster for example or if most of the monsters in an archetype has some sort of minor restriction which is only lifted while their field spell is out
They have certainly dabbled in it glow up bloom being the best example but unless you make it always appear in the opener then it tends to just destroy decks since they banned all the generic searchers
They tried doing it with the link 1 but people complain about it
Personally I wouldn’t mind a link 1 recycler but them zombies already have an amazing in archetype searched in banshee
Remember when field spells affected the entire field?
I actually had a really fun duel yesterday against a Traphole/Traptrick deck, which is funny because I don't think my opponent wanted me to have fun. The clincher was that their field spell that protected their insects once per turn was their undoing. I ran a Branded Bystial deck with some Dogmatika and Despia thrown in there for good measure. Basically their strategy boiled down to not letting me play the game by using holes to destroy my monsters on summon, using their XYZ tricks to steal my cards, then protecting their backrow with monster effects.
Long story short, I used Branded Opening's GY effect to protect my Albion Sanctifire from non-targeting destruction, then used Albion's targeting protection to keep itself safe, then just attacked into their links that couldn't be switched to defence and couldn't be destroyed because of their field spell to whittle their life points down. Eventually they got out a link with 3300 attack to beat over Albion, so I played through all their negates until I got Titaniklad the Ash Dragon on the field with 3900 attack, meanwhile their 3300 attack monster was down to 0 thanks to my Despian Quaeritis, which they also stole.
Their field spell was their undoing because they had nothing stronger than my Titaniklad, their link couldn't be destroyed, and after checking their deck in the replay, they didn't have any cards to dispose of my monsters that were already on the field, only on summon. They rage quit after I successfully outstalled their stall strategy, which was really satisfying as a Traptrick I took my old Branded deck against completely shut me down.
I agree that field spells have reached an oppressive level that just isn't fun to deal with, but it is really satisfying to unpick these unbreakable boards and use their own strategies to defeat them, like using negates and non-target monsters against Swordsouls that run De Fleur
The link 1 that searches the field spell is actually like half of why orcust is playable.
Sogen has such nice calming art. It reminds me of the default windows xp wallpaper.
Someone explain to me why every visas related field spell, throne, snake eyes and tenpai have litterally game breaking field spells.....please I need answers
I wouldn’t say nightmare throne and the majority of the Visas lore field spells are game breaking. It’s just power creep
Fun fact: Digimon just added Field Options to the game
Any idea if they’ll release a digital game to play in the future?
Another sick video! It was also extremely informative so thanks for the knowledge dude!
Field spell zone is just a glorified 6th Continuous spell zone, a searcher that can be searched by Terraforming which also can be searched by Thrust.😅
As the text gets longer, the game grows dumber it seems.
The issue can be narrowed down to one card that is able to lot for little to no cost or downside.
Yugioh has already been ruined a long time.
Yes, its the field spells ruining the game, not the fact that the game revolves around multiple mechanics that are bad game design because they promote stopping one person from playing the game. (Omni negates, hand looping, spinning, hand traps, generic monsters so strong they can end games with barely any cost to summon them, flood gates, zone blocking) the game at its core is problematic.
I love it to death but the formula is broken, if you are preventing the opponent from even playing the game, thats just bad game design in my opinion.
Negates should be defensive only, hand looping and spinning should be limited to 1 card or removed, hand traps should be removed or limited to defensive or only if you control no cards, generic monsters should be archetype locked baronne into fleur, access into code talker etc.
Flood gates should be removed and zone blocking should be limited to 4 of each so your opponent can ALWAYS play 1 card.
Plus im sure theres others i have missed that coyld be fixed but i dont think konami will ever overhaul the game like this
Kinda funny that the approach Konami takes to fix the issues is just to print more and more stronger cards to get easier access to those mechanics multiple times over. Next master rule needs to do some heavy lifting
They should undo the errata on necrovalley since these cards are so much more its crazy
early field spells were one of those things that was WAY cooler for us playing casual playground YGO than it was for the competitive crowd.
Id love to see more content about yugioh history. This video was intruiging and awesome!
Wait did he say lost world and balanced in the same sentence 😅😂😂😂😂
This wasn't the point of the video. But you completely convinced me that floodgates should've been field spells and not continuous traps. Symmetrical effects. Can be outed by playing another spell. Most importantly you'd only ever be under one at a time. I feel like there is a lot of positives to this style of design. Too late now.
You know people hate those right even the more limited zones like zombie world
I don't see a way to go back.
If anything keep two field spells and change the rules around them so both players can use and benefit from both field spells. This would mostly affect the mirror match.
So something like sangen summon.
- "Durring your mp , fire dragon are unafected." Counts for you oppoents if he play tenpai.
He can also use the search once per turn. Even while the field spelll is on the opponents side.
I think this could be inteesting as game play dynamic. Since in some cases you would want to place your own field spell then in a mirror match.
I personally don't mind archetypal field spells as some can lead to genuinely interesting strategies that help the deck's game plan like Noble Arms Museum. However, I do have a problem with field spells that decide to make your field a Towers with no drawback whatsoever. Sangen Summoning is already ridiculous, but the Gimmick Puppet is just outrageous.
I would say I agree with the fact that field spells are definitely getting way too powerful. But I feel that there is another issue with field spells that you briefly mentioned they are essentially better continuous spells. The thing is, this aspect is what makes them so good. Continuous spells are not really that good for a few reasons. Obviously, lack of power, but searchability, protection, and opportunity cost are also reasons why continuous spells are so rarely seen. Field spells solve every single aspect that continuous spells are terrible at. Field spell obviously have been growing in power, but with either in archetype cards or out of archetype searchers, field spells have always been easy to find and easy to play. Similarly, the fact that the use of field spell cards usually never comes with an opportunity cost is why they're so good. You never have to worry about a clogged spell and trap zone, nor is there really another card that can replace a field spell. The fact that a field spell is separate from the other spell and trap zones also goes into why field spells are so good a lot of spell and trap destruction or targeting effects for some reason, say main spell and trap zone or just can not target the field spell zone of course this last one has changed and there are definitely cards that can target all cards on field but there are a lot of cards that just don't handle one of the strongest card types in the game. For instance infinite impermanence, not a card people think of using against spell and traps but the fact that the field spells are protected from it feels strange why shouldn't it be as vulnerable as any other spell card. That's why I feel like a way that could maybe hurt current field spells is to remove the current field spell zone. It may not solve the problem of field spells being too powerful but it addresses a major design flaw that they addressed with pendulum monsters. Why leave a zone that works exclusively for a minority of cards or need some stipulation for it to work with other mechanics like zone placement? Of course some cards wont work with this idea, chicken game would be kind of broken and gear town would kinda suck but erratas could fix these issues. Now field spells actually have a cost outside of deck space and aren't regulated to a zone that is built just for them. I understand that this is not an amazing solution and doesn't really solve the power issue but if you've read this far thank for reading.
TLDR: Remove the field spell zone it makes field spells too good for players not to use.
Ez fix is to bring back the 1 field spell on the field rule 😂
I say get rid of the Field Spell zone. Make the Space in-between the EMZ a joint spell/trap zone. Make it where the zone must be open to be used and make it where either player can benefit from the spell placed there on there turn. Make Field spells activation requirement to be in that zone. Call it the Extra Spell/Trap Zone idk lol. Now this would make Mirror matches BONKERS. The lvl of strategies you would have to develop.
-Do you set a spell card there going first thats a brick in hopes to clog his shot at using his Field spell as a starter?
-Do you play your copy of Sengan Summoning knowing there is a great chance you are going up against a Tempi player?
-Do you play an oft lower tier strat so only you get the benefits of your Field spell?
-Do you forego playing field spells entirely because a card like Sengan Summoning is going to be played and your on Tempi?
Doing things like this would make the fieldspell a risk reward and add lvls of depth to the game.
When Ancient Fairy Dragon was released, people said it was bad, as field spells were not very good in those days... I told a friend that AFD was very good, but it needed good field spells to search... He laughed at me... A few years later, I was out if the YuGiOh world for a while, and he came and told me how right I was about AFD and other many cards... Just like with level eater...
Thats when I came back to the game... Specially thanks to DL...
You can tell Konami is aware of this cause in Master Duel, all of the older field spells are normal/rare rarity. Modern field spells are generally UR's if archetype specific or sometimes SR's if they are a bit more generic.
Sometimes field spells are Konami’s lazy way of attempting to give some bolstering support to archetypes to make them more viable. I say lazy because a lot of the time they have 2-3 effects that could have easily been done across several other member cards to add the support, but they throw it all on a field spell to wrap it up in one big package.
Absolutely spot on, I don't like modern field spells at all, they are not even field spells, they are just continuous spell cards which benefit from Terraforming. This was never the point of fields.
Konami painting themselves into a corner with power creep so they have to keep making ridiculous field spells just to ban them and print another broken archetype with a ridiculous field spell. Konami really messed the game up over the past couple years and it's so disappointing to me.
I think modern field spells would be interesting if they applied to both players so you could always experiment with "fieldspell turbo" as an anti-meta pick and use as many engines from the best deck as possible.
Oh you activated pressure planet Wraithsoth? let me search fenrir while you search Unicorn.
Nice Divine temple, let me set snash so I can search wanted after you normal or special summon.
Bonus points the tear mirror becomes way more complicated etc.
field spells only affecting one player is WHY they feel like continuous spells if players made meta calls and instead of siding in handtraps they side in an appropriate small engine that benefits off of "field spell that searches the monster thay extends the combo" by giving you advantage for being on the same deck as your opponent but losing tbe coinflip.
I did actually notice they were a lot like continuous spells these days. I only just got used to the modern yugioh concepts. I do like my mausoleum of white though ... 🤨
To be honest, I definitely prefer the new way Konami is designing field spells, as the only ones which follow the classic design of affecting both players and that are competitively viable nowadays are floodgates like secret village and necrovalley.
Interesting point.
I agree I think the other criteria is just way too limiting. I mean, if we look at pokemon, the best stadium in my knowledge is Path to the Peak which is just a floodgate that warps the whole meta around it when it's in standard (i haven't played expanded so I could be wrong). I think leaving them as kinda a "legendary spell" for your archetype is much better and allows komani to do much more interesting things with them
Kind of disappointing
Big one is zombie world being used as a side board option for branded against floo
What you talking about the hand traps taking over traps positions, spell acting like traps,etc
Lost World is balanced?...
on the list of things that is killing ygo, field spell don't crack top 5
I really dislike the rota effect on most field spells these days
That feels like those cards are disposable because you want to replace them on the field asap to get the same benefit again
However almost none of those are used in decks which have any kind of core stratagy which benefits from the switching itself, so it just feels like komami is really trying to push them onto the players like "Here is this effect that supports your deck, but in case its not strong enough, so here is this search effect which pretty much invalidates whatever the bonus is because its so much better"
Also it annoys me that there is a certain trend that fieldspells for an archetype have a non archetype name so its not searchible from the searchers... at the same time where that fieldspell is the core of the decks strategy...
They should make a yami archetype. That card's art is simple but amazing
A reminder that shaddolls have a field spell.
Still The Hidden City is still my favorite field spell based on design and art.
the first crazy field spell was a legendary ocean in 2003. while newer ones have taken spotlight and enabled degeracy like tenpai acting like field spells havent been insane for most of yugioh lifespan is not true.
Cool, now make a Voiceless Voice field spell that protects all my faceup spells and traps from destruction
There's a large period of time between the release of Necrovalley and Mystic Mine. Are you going to ignore the well designed Field Spells that came out during that time?
Field Spells are really powerful but there’s really nothing that sets them apart from a Continuous Spell - especially now Terraforming is banned.
If Sangen Summoning was a Continuous it wouldn’t make a significant difference.
At least mst can negate them
I mean, just about every field spell now is a reinforcements of the army that comes with some form of pop a card effect. Hardly benefitting the ‘strategy’ of a archetype. Field spells for Madolche, Ghostrick, Fire King to name a few help to pursue the decks goal and those examples to me are legit support
Bring back Mystic Mine! 😂😂😂
I want my royalties Leon 😭 (or some partial credit at least)
Great video as always
@@bossstriky247 ??
Hear me out:
If ice barrier get a field, that should--- must have the effect that gives any synchro water in the field the name "ice barrier". No matter how.
Also, give free set up 2 spell/traps.
Something else?
OH, i almost forgot: another universal searcher when activated.
Man, Ice barrier cant be helped, it has mirror master and ice barrier medallion, but still bricks if you cannot have special summon from hand and more searchers!
wayne: what a bout me?
we are talking about going first turn wayne.
i miss the rly old and SIMPLE Yu-Gi-Oh
I always hated mystic mine 😒 😤 😑
honestly funny that field spells can be be one card starters
We're at a point where I believe banning Terraforming is correct. Card is way too powerful at this point in Yugioh's life.
No sh*t! Yugioh is ruining Yugioh! There's no saving this game without torching everything and starting over.
Field spells are just another continuous spell card with a special zone. My thoughts on field spells were always easy to access, niche support effects for that specific archetype. Modern field spells can do just about anything like special summon a monster from the deck 😂
never thought i would see a straight up womp womp vid
@@NicoRoss-r8m what is this supposed to mean?
they should make a link 1 that searches union hanger 🗣
Ngl, seeing another “insert issue with Yugioh” title is just exhausting. This isn’t necessarily specific to Cali either. Although in the past year, he has been doing a lot more of those it seems.
if your field spell add a card and it has another effect you know that the deck will be broken
They should bring back the old 1 field spell rule.
@@KFC-Warrior if they did that then vaylantz, the archetype that rely on placing both archetypal field spells on both you and ur opponent's field, would not be able to function.
@nashcifer5666 Oh well, small loss for a nice small balancing act if u ask me. The card "Set rotation" also breaks too.
@@KFC-Warrior personally I like the way field spells work now, and there are way too many archetypes that rely on field spells then just vaylantz. Generaider, Runick, Dream mirror etc.. are all field Spell dot Deck that revolve on them, if there could only be 1 field Spell on the field at a type these decks no longer function and your opponent just has to play their own field spell to ruin ur entire Deck which isn't really fair imp.
@@KFC-Warrior"Balancing act" aka making it so only one player gets to have the beneficial spell that may have bonus effects and the other gets nothing instead of boh being able to benefit from it
@@nashcifer5666 Fair enough
Most field spells are fine, but when you make things like the tenpai and mystic mine, then they become too much. These cards have effects that are too strong for no reason, and they seem unfair.
The problem with field spells is the same with modern yugioh: powercreep
I really want Neo Space to get a modern retrain
Very nice Video 👍🏻
I kinda agree but also hard disagree. yes field spells are too broken now. your examples are backwards though. you called umi peak when it's lv manipulation is annoying to play against when using water deck but gave little to benefit the user, necrovalley just a solid card yet you claim it is bad for the game. harpie and gear were very oppressive for their time much more than necrovalley. skyscraper was always bad. lost world is anything but balanced as it prevents targeting (depending on the deck it could out right shut down all your plays) and even punished the player for attempting to out their token. dragonic diagram is the sweet spot for balanced field spell. mystic mine is healthy as it kept otk decks in check by forcing the use of removal thereby cutting down on an unhealthy amount of consistency. modern fields are oppressive I agree because they provide to much unearned advantage with their free searches and 2-3 three other effects.
@JPARnum1 I think you have a different opinion than most, but it is always welcomed in the community! Your look at the game is unique and interesting.
I think the best designed field spell is probably Orcustrated Babel
It completely shifts how its deck plays and its the beating heart of that deck without having the Visas plante field spell boring ass coockie cutter effects that are becoming so overused
Cause drawback in this game is no not 15 times of the same action only once
Dark sanctuary art is so cool 🖤
can vanquish soul get a field spell please
@@jackybos4890 pleaaaase make it happen konami. Imagine a VS arena field spell that allows the VS monster to chain both their effects at the same time
If they do it needs to be a training room white background and all
Field spell based on turning Service menu switch in old arcade cabs to modify the VS monsters
Boo on not using what Necrovalley did at release. Lightly paraphrased 'all effects involving the graveyard are negated.' Endless confusion.
Can't believe terraforming isn't banned yet. Hence MD better than tcg
Modern yugioh is ruining modern yugioh
ZombieWorld best field spell don’t @ me
They're not just play back row hate !
Necrovalley is such a great card
Wasteland will be the downfall of Yugioh
Give us tripple terraforming and triple upstart 😂 i want to play my deck with 21 hand traps and 9-13 archtype cards 😂