Spell Cards
Spell cards, originally called magic cards, are cards with a green border that have effects that can alter the state of the game. For the most part, spell cards are used to benifit the user and harm the opponent but there are some spell cards that can do the opposite for various reasons. For the most part, spell cards have a single effect that can only be activiated during your main phases but there are exceptions to the rules. while for the most part you might just want to play your spell when you can, you can also set the spell face down and play it at any other point in your turn or leave it face down until you find the right time to play it (NOTE: once on the field it cannot be returned to the hand unless by an effect). Spell cards can be divied into 6 different categories of spell cards: normal, continuous, equip, quick-play, field, and ritual spells each of which have a different symbol to tell them apart.
Normal spells are your basic spells that will usually only have one effect and can only be played during your main phases, they don't have a symbol. Continuous spells are spells that once activated stay on the fild and don't go to the graveyard once the effect is completed, they have an infinity symbol. Equip spells are spells that can be equiped to a monster card to better the stats, give them some kind of effect, or even both, they have a crosshair symbol. Quick-play spell cards are cards that can be played during your opponent's turn, if they were placed face down on your turn, and can be played during any phase from your hand, they have a lighting bolt symbol. Field spells are spell cards that place an effect on the enitire field of play for either side to use, they have a compass rose symbol. Finally; ritual spells are spell cards that are needed to ritual summon a ritual monster, they have a chalice symbol.




