Ritual Spell Cards | |||
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Ritual Spell Cards | ||
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Ritual Spell Cards are used to Ritual Summon Ritual Monsters to the field, and require the following conditions to be met in order to be activated:
- The correct Ritual Spell Card in your hand.
- The corresponding Ritual Monster in your hand.
- Enough monsters in your hand, on your side of the field, or both, that satisfy the Ritual Monster's Level Requirements, to be used as Tributes. (The exception being Advanced Ritual Art, where you must have enough Normal Monsters to satisfy the Level requirements of the Ritual Monster in the Deck)
- 1 free Monster Card Zone to Special Summon the Ritual Monster to.
Activating a Ritual Spell Card can tend to be somewhat demanding, and for that reason Ritual Spell Cards are arguably the least used Type of Spell Card. The only Ritual Spell Cards that have even seen minor use tend to be 'universal' types such as Contract with the Abyss, which can summon any DARK Ritual Monster. However, the only Ritual Spell Card that has seen major play is "Advanced Ritual Art", due to it being able to use monsters from the Main Deck, thus being much less demanding than traditional Ritual Spell Cards. However, as this card fueled the then-powerful Demise OTK Deck, "Advanced Ritual Art" has since been Limited, thus mitigating the Ritual Monsters' usefulness.
Starting in Stardust Overdrive, Ritual Monsters appear to be making a return to the game, with a few new mechanics being added. Of note here, the Ritual Spells for "Divine Grace - Northwemko" and "Garandolph, Devil King of Destruction" have secondary effects that can be activated by removing the Ritual Spell Card from the Graveyard. "Divine Grace - Northwemko's" "Ritual of Grace" prevents a Ritual Monster from being targetted by a card effect for a turn, while Garandolph's Ritual of Destruction empowers a Ritual Monster to return a monster to the top of its owner's deck rather than sending it to the Graveyard when destroying it in battle for a turn.
In some early Video Games, Ritual Spell Cards were colored Blue (like the OCG/TCG Ritual Monsters), instead of the usual Green.
Example[]
List of Ritual Spell Cards | ||
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Monster Cards - Spell Cards - Trap Cards Types of Monster Cards Effect - Fusion - Normal - Ritual - Synchro - Dark Synchro Types of Spell Cards Continuous - Field - Equip Types of Trap Cards Continuous - Counter - Normal Other Types of Card Manga Cards Virus - Trap-Spell Equip Trap Cards - Field Trap Cards Turn Phases Draw Phase - Standby Phase - Main Phase 1 |
ATK - DEF - Level - Attribute - Type Playing Field Zones Monster Zones - Spell/Trap Zones Types of Summon Flip - Normal - Tribute | Activate - Chain - Costs - Counters - Destroy Types of Monster Effects Continuous - Flip - Ignition - Quick Compulsory - Optional - Lingering Types of Effect Monsters Flip - Gemini - Spirit - Toon - Tuner - Union - Dark Tuner Types of Spell Speed | Tournament Guidelines Duel - Infinite Loop - Maintenance Costs Double Tributer - Victory Conditions Attributes DARK - EARTH - FIRE - LIGHT - WATER - WIND Types Aqua - Beast - Beast-Warrior - Dinosaur |