Field Spell Cards can be destroyed by any effect, be it Spell, Trap, or Effect Monster, unless another card specifically denies that possibility (ie. Field Barrier). An active Field Spell Card is also destroyed when a new Field Spell Card is played. For example, if you activate Forest, the Playing Field becomes the Field Spell Forest. However, if you or your opponent wishes to play another Field Spell Card, Forest is destroyed first and sent to the Graveyard. Then, the new Field Spell Card is activated. Again, this possibility can be eliminated by Field Barrier.
a field spell can leave the field if:
a new field spell is played by any player
it is destroyed by a card effect (ex: mystical space typhoon can destroy one spell or trap card on the field)
If you use a magic jammer trap card as it's being planned you can negate it, Or a Quick play spell like Mystical space typhoon, Or by the effect of a monster like Breaker the Magical warrior, As he is summoned you put a spell counter on him, which also increases his atk, but if you remove it, he can destroy a spell or trap Field Spell Cards are also destroyed if the opponent activates a new one, and it resolves to the field.
When you play a Field Spell, it goes on the Field Card Zone (upper-left corner of your Game Mat). It remains effective on that zone until a card effect destroys it or your opponent activates his/her own Field Spell.
Just by booster packs and structure decks.
Yes, since only 1 Field Spell may be in play at a time.
yes
Yes, Equip Spell Cards cannot exist on the field without their target. If the target leaves the field, the Equip Spell Card will be destroyed and go to the graveyard.
A Field Spell Card is destroyed when another Field Spell Card is activated or via an effect, such as Dust Tornado. If you activate a Field Spell Card while there is another already active on the field, your Field Spell Card will destroy and replace the existing one.
Sometimes. It is an Optional Trigger so it can miss the timing. When an opponent activates a Field Spell card, your Field Spell Card is destroyed when the opponent's resolves. Your opponent's field spell card will resolve to the field, your Geartown will be destroyed, since the destruction was the last thing to happen, Geartown will Trigger. When you activate a new Field Spell Card over your own, your original one is destroyed when the new one activates. Geartown will go to the graveyard, then your new one will resolve to the field. Geartown misses the timing. If however you Set a new Field Spell Card, this doesn't use the chain. Geartown will be destroyed as above, and will also Trigger.
It depends on the Field Spell Card. One that said (for example) all LIGHT monsters gain 400ATK, then this would apply to monsters on both sides of the field. But any card that refers to 'You' is referring to the controlling player, the player whose side of the field the Field Spell Card is on. Your opponent could not, for example, take advantage of any of your Ancient City - Rainbow Ruins' effects.
"Light of the Living Arrow" is also known as "Spell Shattering Arrow".The actual (as opposed to the anime version) card effect states:Destroy all face-up Spell cards your opponent controls. For each destroyed Spell card, inflict 500 damage to your opponent.This card will only destroy face-up Spells and cannot be activated until your opponent has a face-up Spell card.However, since this is a Quick Play Spell card, if your opponent activates a Spell card you can chain to its effect with this card. When the chain resolves, your opponent's Spell will be destroyed, they will lose 500 Life Points, and then your opponent's Spell card's effect takes place.This card, like "Mystical Space Typhoon", cannot actually negate card effects. However, if this card is chaining to the effect of a Continuous Spell (i.e. Continuous, Equip, and Field Spell cards), when the chain resolves, that Spell card's effect disappears.
If your opponent had an active Field Spell Card, and you activate another Field Spell Card, the Earthbound Immortalwould not be destroyed.If you had an active Field Spell Card, and you activate another Field Spell Card, the original Field Spell Card is destroyed before you place the new Field Spell Card, therefore providing a gap between the time that there is a Field Spell Card, and when there is not. In this scenario, the Earthbound Immortal is destroyed.
Yes, Equip Spell Cards cannot exist on the field without their target. If the target leaves the field, the Equip Spell Card will be destroyed and go to the graveyard.
The Field Barrier is the Yu-Gi-Oh card that allows your field spell card to not be destroyed by a monster
A Field Spell Card is destroyed when another Field Spell Card is activated or via an effect, such as Dust Tornado. If you activate a Field Spell Card while there is another already active on the field, your Field Spell Card will destroy and replace the existing one.
Yes, there can only be one active at any one time. If you already have a Field Spell active, you can replace it with another, the first is destroyed when you activate the second. If the opponent has one, then it is destroyed when you Field Spell card resolves. Field Spell cards can be set while another is active. Since the rule only affects active Field Spells, set cards are not destroyed by your opponent setting or activating a Field Spell card.
Sometimes. It is an Optional Trigger so it can miss the timing. When an opponent activates a Field Spell card, your Field Spell Card is destroyed when the opponent's resolves. Your opponent's field spell card will resolve to the field, your Geartown will be destroyed, since the destruction was the last thing to happen, Geartown will Trigger. When you activate a new Field Spell Card over your own, your original one is destroyed when the new one activates. Geartown will go to the graveyard, then your new one will resolve to the field. Geartown misses the timing. If however you Set a new Field Spell Card, this doesn't use the chain. Geartown will be destroyed as above, and will also Trigger.
You may replace your active Field Spell card with a new one, either Setting it or Activating it. Your old card is destroyed and goes to the graveyard. Replacing an active Geartown by Setting a second one is a focal combo in Geartown decks. If your opponent has a Field Spell card active, this is destroyed when you resolve a Field Spell card. However their active one is not destroyed if you just Set one, and neither is their Set one destroyed if you activate or Set one too.
It depends on the Field Spell Card. One that said (for example) all LIGHT monsters gain 400ATK, then this would apply to monsters on both sides of the field. But any card that refers to 'You' is referring to the controlling player, the player whose side of the field the Field Spell Card is on. Your opponent could not, for example, take advantage of any of your Ancient City - Rainbow Ruins' effects.
The Graveyard is part of the Playing Field. When a card states "...on the field...", it is referring to cards that are placed in the Monster Card Zone, the Field Spell Card Zone, and the Spell & Trap Card Zone.
The promo card is malefic red eyes black dragon which is kinda crap since malefic monsters (like earthbound immortals) need a field spell or they're destroyed. The field spell they need is malefic world.
No because the field spell card is just simply being replacing by another field spell. So, you can't use Magical Citadel of Endymion's effect to stop it from being sent to the graveyard. However, you may protect your field spell card with the spell card Field Barrier.
It destroys one magic or trap card on the field. It is chainable. *NOTE* It does NOT negate the effect of a spell or trap card. It destroys one Spell or Trap card on the field. This Spell or Trap card does not have to be one of your opponent's ones; it can be any Spell or Trap card on the Field. It is clearly stated in the text at the bottom of the card. Destroys 1 magic (spell) or trap card on the field. Really now.....don't be lazy.