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Magic Cards Printable version

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This page is a chapter in Book Duel Monsters II: Tournament Rulebook

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Magic Cards can normally be activated during your Main Phases (except for Quick-Play and Counter Magic Cards), and help you out with different effects. Magic Cards have many powerful effects, like destroying other cards or strengthening monsters. Save these cards in your hand until you can get the best results out of them.

Normal Magic Cards

Normal Magic Cards have single-use effects. To use a Normal Magic Card, announce its activation to your opponent, placing it face-up on the field. If the activation succeeds, then you resolve the effect written on the card. The card is destroyed after resolving the effect and will be sent to the Graveyard.

Ritual Magic Cards

These Magic Cards are used to perform Ritual Summons. Use these cards in the same way you would use Normal Magic Cards.

Continuous Magic Cards

These cards remain on the field once they are activated, and their effect continues while the card remains face-up on the field. By using Continuous Magic Cards, you can create lasting positive effects with a single card, which is great but there's a chance that if it's removed from the field you may not get the effect.

Equip Magic Cards

These cards allows you to give an extra effect to 1 monster (generally either your own or your opponent's). They remain on the field after they are activated. When you place the Equip Magic Card on the field, you normally overlap the card slightly with the affected Monster Card. The Equip Magic Card still occupies once of your Magic & Trap Card Zone spaces. If the equipped monster is destroyed, flipped face-down, or removed from the field, its Equip Cards are destroyed.

Field Magic Cards

These cards are placed in the Field Card Zone and remain on the field after they are activated. Normally, there can only be 1 face-up Field Magic Card at any given time between both players. When a new Field card is activated, unless one of the Field Magic Cards is a Combinable Field Magic Card, the previous active Field card is destroyed automatically.

These cards may be placed face-down in the Field Card Zone, but are not active until flipped face-up.

Combinable Field Magic Cards

If you play a Combinable Field Magic Card or the existing Field Magic Card is a Combinable Field Magic Card, the Field Magic Card can be placed in the Field Card Zone without destroying the existing Field Magic Cards. If an existing Combinable Field Magic Card is in the Field Magic Card's Not Combinable List or vice versa, only the existing Field Magic Card with the conflict is destroyed. In this way, more than 1 card can occupy the same Field Card Zone at the same time.

The chart below lists all Combinable Field Magic Cards and any field cards they cannot be combined with.

Combinable Field Magic CardNot Combinable List
Castle of Dark Illusions
Chaos Shield
Dark CityArray of Revealing Light
Luminous Spark
Dark SanctuaryArray of Revealing Light
Luminous Spark
Labyrinth Wall
Luminous SparkArray of Revealing Light
Dark City
Dark Sanctuary
Mystic Plasma Zone
Yami
Mystic Plasma ZoneArray of Revealing Light
Luminous Spark
Mystical Moon
Rising Air Current
The Seal of Orichalcos
Orichalcos Deuteros
Orichalcos Tritos
YamiArray of Revealing Light
Luminous Spark

Quick-Play Magic Cards

These are special Magic Cards that can be activated during any Phase of your turn, not just your Main Phase. You can also activate them during your opponent's turn if you Set the card face-down first, but then you cannot activate the card in the same turn you Set it.

Counter Magic Cards

These Magic Cards are normally activated in response to the activation of other cards, and may have abilities like negating the effects of those cards. Like Quick-Play Magic Cards, they can be activated during any Phase of your turn, not just your Main Phase. You can also activate them during your opponent's turn if you Set the card face-down first.