These are cards that can be played either directly from the hand, or set on the field face down for later use. They can either power up your monsters attack/defense, destroy other cards, increase life points, draw cards, increase a monster's level etc. Spells cards were known as "Magic cards" in all OCG releases and early TCG releases, and there are six different types of them, each distinguished by an icon. Additionally, Pendulum Monsters are treated as spell cards when placed inside Pendulum Zones, during which the player can activate its described Pendulum Effect.
- 1. Normal (通常 Tsūjō?, no icon)
- A standard card which can be activated during a player's Main phases and is sent to the graveyard after activation. They may not be used during an opponent's turn.
- 2. Quick Play (速攻 Sokkō?, lightning bolt)
- A card that can be used outside of the main phase during a player's turn, or can be set on the field to use during an opponent's turn, similar to a trap card.
- 3. Continuous (永続 Eizoku?, infinity symbol)
- A card with a continuous fact that remains on field until it is destroyed or certain conditions are fulfilled.
- 4. Equip (装備 Sōbi?, plus)
- A spell which is equipped to one of either player's monsters, altering its stats or providing an effect. If a monster equipped with an Equip Spell is removed from the field or flipped face down, the spell card is sent to the graveyard.
- 5. Field (フィールド Fīrudo?, compass)
- A card that is placed in the Field Spell Zone, causing effects that affect both players. Following revisions made in 2014, both players can each control one Field Spell card (previously, only one Field Spell could be active at any time and would be destroyed if another Field Spell card was played by the opposing player). Players can send their active Field Spell card to the Graveyard in order to play a new one.
- 6. Ritual (儀式 Gishiki?, flame)
- A card that is used for summoning Ritual Monsters, describing the conditions needed to summon them.