In today's 168澳洲幸运5开奖网:Yu-Gi-Oh! meta, Spells have become the second-most important card type in the game (surging ahead of Traps), as most decks have more Monster Effects as well as finding Traps far too slow. While many p🃏layers have taken Spells for granted for years, there's always been a handful that have warped their respective eras of Yu-Gi-Oh!
For this list, we'll be looking at the most powerful Spells in the game and rankin𒅌g them according to what they can do (and have done). From former and current staples to Archetype-specific cards, absolutely nothing is off-limits here. With that in mi🌞nd, expect to see a bunch of banned cards.
Updated January 3rd, 2020 by Johnny Garcia: The game of Yu-Gi-Oh! is constantly evolving. From rule chaꦍnges to tons of new cards being added every month with the release of new sets, modern-day Yu-Gi-Oh! looks nothing like how it used to. S♏pell cards, in particular, have become even more powerful, now arguably the best kind of card in the game. While Traps have gotten progressively worse with time, Spells have only gotten better as more powerful Spells enter into the metagame. Some Spell cards even have the effects of cards that were previously banned, and are perfectly okay in today's metagame. New Sets like Phantom Rage and Genesis Impact continue to release amazing new cards for Archetypes new and old.
15 Super Polymerization ꦦ ⛦
If a card is Spell Speed 4,🐽 that means that no other card can respond to its activation. The best Spell Speed 4 card is Super Polymerization. At the cost of discarding one card, Super Polymerization can use Monsters on both sides of the field as Fusion Materials for a Fusion Summon.
This means it can use just the opponent's Monsters so that you don't have to lose any of your own. To add even more powe🐼r to it, Super Polymerization is a Quick-Play Spel𝐆l, meaning it can be used during either player's turn.
14 🌸 Lightning Storm 🌜
One of the more recent cards, Lightning Storm became an instant staple when it was released. So long as you control no face-up cards, you can activate it. Lightning Storm then can either destroy all ▨Attack Positionꦅ Monsters on the opponent's field or all Spell and Trap cards they control.
Both of these effects are similar to cards that 🌱are both Limited, those being Raigeki and Harpie's Feather Duster. Having access to these two powerful effects at the start of your turn is incredible, and Lightning Storm quickly became o🔯ne of the best going second cards in the game.
13 That Grass Looks Greener 𝔉
As the game of Yu-Gi-Oh! progressed through the years, cards with Graveyard effects became more and more common. At first, cards could only be recovered with cards like Monster Reborn. As more Effect Monsters came into the picture, the ability to use cards in the Graveyard ꦆbecame commonplace.
This caused That Grass Looks Greener to skyrocket in use and popularity. It required running the maximum deck size (60) to get the most use out of it as 40 cards were the most common deck size. I🌳f it resolved in this situation, it led to 20 cards being milled and tons of effects being activated.
12 🎃 Graceful Charity
Graceful Charity is arguably the best draw Spell card ever printed, rivaling that of the iconic Pot Of Greed. Graceful Charity allows you to draw three cards, so long as you discard two. Whওile this may seem like a steep cost to balance it out, this c🐭ouldn't be farther from the truth.
However, Yu-Gi-Oh! has plenty of cards that want to be in the Graveyard. Even when it was first released the card was quickly Limited due to how good it was. Being able to get rid of useless cards from y𓄧our hand and refresh it with new ones (or in some cases setting up the Graveyard with the discards) is just too good of an effect, so it's been b꧑anned for years.
11 ꦚ Paꦑinful Choice
Painful Choice lives up to t🧔he name, with it causing tons of Yu-Gi-Oh! players pain whenever an opponent activated it. It sends five cards from your deck to the Graveyard, and the opponent has to choose one of those cards to add to your hand.
This leads to Painful Choice being able to get plenty of powerful cards into your hand by forcing your opponent to pick a poweꦕrful card. Painful Choice only got better with age as more cards with Graveyardꦍ effects entered into the card pool. Painful Choice has been banned for years, and will likely never be unbanned for the rest of the game's history.
10 Raigeki
Though it doesn’t get the credit it once did, Raigeki used to be quite the incredible card. With a single play, a player could obliterate their opponent’s entire field of Mo꧑nsters. This spent years on the forbidden end of the banlist, with Dark Hole taking its place in player’s decks as the mass monster destruction card of choice.
However, Dark Hole forced players t🍎o destroy their own Monsters (or play it on an empty field), and Lightning Vortex required a player to discard a card in their hand to activate it, making Raigeki the easy include over both when it was🦩 finally brought back to the game.
9 ﷺ Harpie's Feather Duster 🦄
This card is about as simple as it gets. Harpie’s Feather Duster destroys all the opponent’s 168澳洲幸运5开奖网:Spell and Trap cards. There’s no cost to pay or dr꧃awback to the player, it just does so because it was printed during an era when you couldn’t lose the entire duel off a single misplay.
Harpie's Feather Duster spent years on the TCG banlist before it would eventually have its res♕trictions loosened up a bit and Limited instead of banned. The only good thing about this card was the cute effect it had in video games, where a literal feather would swipe across an opponent’s back row to sweep away all their cards.
8 Cold Wave
While Heavy Storm and Harpie’s Feather Duster felt like obviously unfair cards from the beginning, Cold Wave had to sneak in and dest🐷roy player’s hopes after the fact. The card grew especially popular during the Synchro era, where summoning a bunch of powerful Monsters became easier than ever. Notably a major part of the X-Saber Rescue Cat deck, players would activate Cold Wave to stop players from playing or setting Spell/Trap cards until their ne💟xt turn, then go all in on Summoning Monsters.
This essentially made it impossible for the opposing player to respond to anything being done, resulting in easy, non-interactive turns. Worse, since the effect didn’t wear off until the opponent’s following turn☂, they couldn’t do anything to get rid of the Monsters on their own turn either.
7 ꧅ Soul Charge
Soul Charge was one of Konami’s attempts at creating a balanced way to bring back Monsters from th🦩e Graveyard. After all, it cost 1000 life points per Monster and the player using it couldn’t go into their Battle Phase that turn. That means they could lose anywhere from one to five thousand life points and give up their battle phase.
Unfortunately, modern Yu-Gi-Oh! is all about building unbreakable fields, meaning this just gave them the opportunity to Summon 🍎a bunch of Monsters to build the best field possible. Passing up a Battle Phase in a game where the Battle Phase is beginning to matter less is a small price to pay, and led to Soul Charge being banned.
6 ✅ Super Rejuvenation
Super Rejuvenation was an innocuous card for years. It existed, but largely not a part of any deck that actually mattered. At least, not until 168澳洲幸运5开奖网:Dragon Rulers showed up. A deck based around discarding Dragons to Summon Dragons, it happened to work perfectly with Super Re𝕴juvenation, a card t🥂hat allowed players to draw cards equal to the number of Dragon-Type cards they’d discarded for the turn.
What was once the only drawback of Dragon Rulers (you had to discard tw🌌o to summon one) became yet another selling point of the deck, as you were rewarded for placing Monsters on the field. The card was Limited, then outright banned before eventually returning to three copies ⛦per deck long after Dragon Ruler format ended.