Spell Card
This Trainer Doesn't Play by the RulesContents
- 1Biodata
- 2Classification
- 2.1Rank System
- 3Summoning and Refinement
- 3.1Official Duel Conditions
- 4Associated and Exclusive Cards
- 4.1Associated Cards
- 4.2Exclusive Cards
- 5Combat Applications
- 5.1Enhancement and Equipment
- 5.2Battlefield Control
- 5.3Defense and Recovery
- 5.4Evolution and Transformation
- 6Effect Interactions
- 7Notable Spell Cards
Biodata
| Feature | Value |
|---|---|
| Name | Spell Card |
| Alias(es) | 法术卡 |
| Entity Type | Spiritual-power card that recreates a phenomenon or event from the Spirit Realm 7 |
| First Appearance | Chapter 2 2 |
Classification
Spell Cards are divided into two functional categories rather than being called separate “Spell” and “Trap” cards. Their effects are compulsory on spirits, while effects on humans are greatly reduced—generally to less than one-tenth of their normal effectiveness. 6 7
| Category | Activation method | Spirit-power cost and properties |
|---|---|---|
| Instant-Activation Spell Card | Can be activated immediately after refinement. | Corresponds to a conventional Spell Card; useful for immediate responses and combat support. 6 11 |
| Spirit-Accumulating Spell Card | Must normally be set on the field and absorb spiritual energy before activation. | Corresponds to a Trap Card. It can charge using natural spiritual energy, saving the Trainer’s power; forcing an immediate activation costs three times as much spiritual power. 6 11 |
Rank System
| Rank | General evaluation |
|---|---|
| S-rank | Forbidden cards capable of deciding victory or defeat by themselves. 7 |
| A-rank | Extremely powerful cards that can reverse a battle when used correctly. 7 |
| B-rank | Highly useful cards whose ideal timing should not be wasted. 7 |
| C-rank | Decent, reliable cards suitable as general-purpose options. 7 |
| D-rank | Barely usable cards, usually limited by restrictions or drawbacks. 7 |
| E-rank | Often seemingly meaningless cards with negligible refinement costs. 7 41 |
Summoning and Refinement
Spell Cards are summoned through spiritual-power rituals. Summoning Stones serve as containers with fixed spiritual-power capacities; filling a stone with the amount appropriate to its rank provides the highest chance of obtaining a Spell Card of that rank. 7
- Ritual arrays and attribute-representing materials improve summoning success rates but are not strictly required. 7
- A Pokémon Card may be used as a medium to improve the chance of summoning a related Associated Card; it does not guarantee one. 7 46
- Summoning failures are common, causing an incomplete card to disperse into spiritual particles. 15
- Only living beings born in You Zhi’s world can summon Spell Cards; the Three Great Sages identify this as recognition by the world’s will. 57
- A Trainer’s available “deck” consists of every Spell Card they have mastered, making targeted random refinement increasingly difficult as their collection grows. 50
- Random-generation effects cannot produce cards a Trainer has never mastered. 99
Official Duel Conditions
An Official Duel requires a Duel Barrier.
- Defeated spirits do not inflict spiritual-power backlash on their Trainer inside the barrier. 3
- Refining Spell Cards inside the barrier consumes only half the usual spiritual power. 3
- Active spirits cannot be freely recalled and replaced; retrieval generally requires a Spell Card effect. 26
- Effects that forcibly seize control of an opposing spirit are prohibited in official duels. 69
Associated and Exclusive Cards
Associated Cards
Associated Cards depict a related spirit in their artwork. When the associated spirit is present in a Spirit Duel, the recreated event becomes more vivid and the card’s effect can be strengthened. 7
- Card artwork has practical meaning in Spirit Duels, unlike Card Duels, where it is only decorative. 7
- Compulsory Evacuation Device is associated with Divergent Lizard Yihao; when used while he is on the field, the recalled spirit recovers half its maximum spiritual power. 28
- Laundry Dragonmaid’s Predicament is associated with Laundry Dragonmaid and is guaranteed to be selected when her trait forces Spell Cards into cooldown. 50
Exclusive Cards
Exclusive Cards recreate events involving specific spirits and can only be used by the relevant spirit or series. Their effects are already strengthened by default, so they do not receive an additional Associated Card enhancement. 7
- Silent Magician Blast requires Silent Magician on the field and can reconstruct her spiritual body by sacrificing the card while it is on cooldown. 57
- World End is an exclusive Ritual Evolution card for Ruin, Goddess of Destruction Lu Yin and Demise, King of the End. 82
- Fallen Paradise is exclusive to the Chaos Phantasms and grants them resistance to targeting and destruction effects. 111
Combat Applications
Enhancement and Equipment
Spell Cards can create weapons or directly increase a spirit’s combat power.
- Axe of Fools grants 1,000 attack but negates the equipped spirit’s traits and continuously erodes its life force. It is particularly suitable for traitless spirits such as Demon Lizard Yihao. 4
- Dragon-Slaying Sword grants a Warrior-type spirit 700 attack and lets it ignore a Dragon-type opponent’s attack and defense during combat. 69
- Magnet Ring lowers an equipped spirit’s attack and defense by 500 but forces opponents to target that spirit. 46
Battlefield Control
Spell Cards can alter the field, remove spirits, or restrict actions.
- Earthquake violently shakes the terrain and can knock spirits off balance. 11
- Order to Retreat returns a spirit on the field to its Pokémon Card. 26
- Ice Rink transforms the environment into ice, preventing non-Water spirits from maintaining their balance; Demon Lizard Yihao and Goblin Attack Force are exempt, while fielding both can inflict frostbite on opposing non-Water spirits. 28
- Level Limit – Area B is used to stall opposing spirits. 118
- Set Rotation places a Field Spell face-down on each side of the field; while either remains face-down, neither side can activate a new Field Spell. 101
Defense and Recovery
- Gagaga Shield equips a Spellcaster and prevents its destruction by battle or effects up to twice per turn; in reality, this manifests as repeated self-repair. 28
- Goblin’s Secret Remedy restores a spirit’s stamina before a duel begins. 25
- Spell Absorption restores life force to a spirit whenever an Instant-Activation Spell Card is used. 85 87
- God-Binding Mound protects Ten-Star-or-higher spirits from being targeted or destroyed by effects. 69 81
Evolution and Transformation
Specific Spell Cards can trigger evolutions or form changes.
- Spell Card evolution produces an Altered Form: the spirit’s star rating and racial statistics remain unchanged, while its traits and appearance change. 49
- Half Dragonmaid’s Farewell changes a Dragonmaid spirit into another form and grants temporary immunity to battle and effect destruction. 50
- Scatter Fusion enables a non-Rock Gem-Knight to undergo Fusion Evolution, though it prevents the user’s other spirits from undergoing Fusion Evolution while active. 41
- Toon World enables Dark Magician Girl’s transformation into Toon Dark Magician Girl. 87
- Dimension Fusion Destruction is an evolution card exclusive to the Three Sacred Beasts. 99
Effect Interactions
When effects conflict in a Spirit Duel, their relative strength is not resolved solely by activation order.
- Between two spirit traits, the higher-star spirit’s effect prevails. 118
- Between two Spell Card effects, the higher-level Trainer’s effect prevails. 118
- Between a spirit trait and a Spell Card effect, the result depends on the spirit’s star rating and the Trainer’s spiritual-power level. 118
- Spirit-Accumulating Spell Cards are not affected by ordinary effect targeting while charging. 101
- Field Spell Cards can alter the environment in a way that persists even when a Dark Duel resets the Trainers’ cards. 111
Notable Spell Cards
| Spell Card | Rank / Type | Documented effect |
|---|---|---|
| Dark Hole | B-rank / Instant-Activation | Destroys all spirits on the field. 8 |
| Silent Magician Blast | A-rank / Instant-Activation | Both sides gain random Spell Cards until each has six cards in hand; its activation and effect cannot be negated. 57 79 |
| Axe of Fools | D-rank / Equip | Grants 1,000 attack, negates traits, and erodes the wielder’s life force. 4 7 |
| Final Assault Order | C-rank | Requires spiritual accumulation before use. 6 7 |
| Pot of Generosity | E-rank / Instant-Activation | Returns two Spell Cards from the user’s hand to the Spirit Realm. 41 |
| Mental Contamination | C-rank / Instant-Activation | Sacrifices a Pokémon Card to temporarily control an opposing spirit of the same level. 69 |
| The Seal of Orichalcos | Field Spell | Cannot be destroyed, banished, or negated once successfully activated; enhanced layers can prevent attacks, destroy spirits, restore vitality, and grant immunity to opposing Spell Cards. 100 |